GL - merge

This commit is contained in:
lindaandersson 2014-01-30 09:40:58 +01:00
commit 09693c7f35
87 changed files with 2127 additions and 2660 deletions

View File

@ -31,12 +31,7 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Game", "Game", "{20720CA7-7
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameLogic", "Game\GameLogic\GameLogic.vcxproj", "{B1195BB9-B3A5-47F0-906C-8DEA384D1520}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasServer", "Game\DanBiasServer\DanBiasServer.vcxproj", "{52380DAA-0F4A-4D97-8E57-98DF39319CAF}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasLauncher", "Game\DanBiasLauncher\DanBiasLauncher.vcxproj", "{8690FDDF-C5B7-4C42-A337-BD5243F29B85}"
ProjectSection(ProjectDependencies) = postProject
{52380DAA-0F4A-4D97-8E57-98DF39319CAF} = {52380DAA-0F4A-4D97-8E57-98DF39319CAF}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "NetworkAPI", "Network\NetworkAPI\NetworkAPI.vcxproj", "{460D625F-2AC9-4559-B809-0BA89CEAEDF4}"
EndProject
@ -44,10 +39,10 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameProtocols", "Game\GameP
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasServerLauncher", "Game\DanBiasServerLauncher\DanBiasServerLauncher.vcxproj", "{060B1890-CBF3-4808-BA99-A4776222093B}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Physics lab", "Physics lab\Physics lab.vcxproj", "{5128BD77-6472-4C4A-BE6F-724AD0E589C2}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "aDanBiasGameLauncher", "Game\aDanBiasGameLauncher\aDanBiasGameLauncher.vcxproj", "{666FEA52-975F-41CD-B224-B19AF3C0ABBA}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameServer", "Game\GameServer\GameServer.vcxproj", "{143BD516-20A1-4890-A3E4-F8BFD02220E7}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Mixed Platforms = Debug|Mixed Platforms
@ -214,18 +209,6 @@ Global
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Release|Win32.Build.0 = Release|Win32
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Release|x64.ActiveCfg = Release|x64
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Release|x64.Build.0 = Release|x64
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Debug|Mixed Platforms.Build.0 = Debug|Win32
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Debug|Win32.ActiveCfg = Debug|Win32
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Debug|Win32.Build.0 = Debug|Win32
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Debug|x64.ActiveCfg = Debug|x64
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Debug|x64.Build.0 = Debug|x64
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Release|Mixed Platforms.ActiveCfg = Release|Win32
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Release|Mixed Platforms.Build.0 = Release|Win32
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Release|Win32.ActiveCfg = Release|Win32
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Release|Win32.Build.0 = Release|Win32
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Release|x64.ActiveCfg = Release|x64
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Release|x64.Build.0 = Release|x64
{8690FDDF-C5B7-4C42-A337-BD5243F29B85}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
{8690FDDF-C5B7-4C42-A337-BD5243F29B85}.Debug|Mixed Platforms.Build.0 = Debug|Win32
{8690FDDF-C5B7-4C42-A337-BD5243F29B85}.Debug|Win32.ActiveCfg = Debug|Win32
@ -274,18 +257,6 @@ Global
{060B1890-CBF3-4808-BA99-A4776222093B}.Release|Win32.Build.0 = Release|Win32
{060B1890-CBF3-4808-BA99-A4776222093B}.Release|x64.ActiveCfg = Release|x64
{060B1890-CBF3-4808-BA99-A4776222093B}.Release|x64.Build.0 = Release|x64
{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Debug|Mixed Platforms.Build.0 = Debug|Win32
{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Debug|Win32.ActiveCfg = Debug|Win32
{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Debug|Win32.Build.0 = Debug|Win32
{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Debug|x64.ActiveCfg = Debug|x64
{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Debug|x64.Build.0 = Debug|x64
{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Release|Mixed Platforms.ActiveCfg = Release|Win32
{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Release|Mixed Platforms.Build.0 = Release|Win32
{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Release|Win32.ActiveCfg = Release|Win32
{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Release|Win32.Build.0 = Release|Win32
{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Release|x64.ActiveCfg = Release|x64
{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Release|x64.Build.0 = Release|x64
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|Mixed Platforms.Build.0 = Debug|Win32
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|Win32.ActiveCfg = Debug|Win32
@ -298,6 +269,18 @@ Global
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|Win32.Build.0 = Release|Win32
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|x64.ActiveCfg = Release|x64
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|x64.Build.0 = Release|x64
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Debug|Mixed Platforms.Build.0 = Debug|Win32
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Debug|Win32.ActiveCfg = Debug|Win32
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Debug|Win32.Build.0 = Debug|Win32
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Debug|x64.ActiveCfg = Debug|x64
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Debug|x64.Build.0 = Debug|x64
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Release|Mixed Platforms.ActiveCfg = Release|Win32
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Release|Mixed Platforms.Build.0 = Release|Win32
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Release|Win32.ActiveCfg = Release|Win32
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Release|Win32.Build.0 = Release|Win32
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Release|x64.ActiveCfg = Release|x64
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Release|x64.Build.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
@ -309,9 +292,10 @@ Global
{460D625F-2AC9-4559-B809-0BA89CEAEDF4} = {C27B926E-B3EF-4990-8822-47580E43A0BE}
{2A1BC987-AF42-4500-802D-89CD32FC1309} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{B1195BB9-B3A5-47F0-906C-8DEA384D1520} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{52380DAA-0F4A-4D97-8E57-98DF39319CAF} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{8690FDDF-C5B7-4C42-A337-BD5243F29B85} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{DA2AA800-ED64-4649-8B3B-E7F1E3968B78} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{060B1890-CBF3-4808-BA99-A4776222093B} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{666FEA52-975F-41CD-B224-B19AF3C0ABBA} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{143BD516-20A1-4890-A3E4-F8BFD02220E7} = {20720CA7-795C-45AD-A302-9383A6DD503A}
EndGlobalSection
EndGlobal

View File

@ -1,11 +1,11 @@
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@ -16,20 +16,8 @@
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@ -41,89 +29,34 @@
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<panel_attributes>GameServer</panel_attributes>
<additional_attributes/>
@ -131,42 +64,19 @@
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<coordinates>
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<h>50</h>
</coordinates>
<panel_attributes>NetworkAPI
bg=#a21aff</panel_attributes>
<additional_attributes/>
<additional_attributes>30;70;30;30</additional_attributes>
</element>
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<id>UMLClass</id>
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@ -177,22 +87,22 @@ DanBiasServerAPI</panel_attributes>
<element>
<type>com.umlet.element.Relation</type>
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</coordinates>
<panel_attributes>NetworkSession</panel_attributes>
<additional_attributes/>
@ -200,41 +110,41 @@ DanBiasServerAPI</panel_attributes>
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<type>com.umlet.element.Relation</type>
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@ -245,164 +155,19 @@ bg=blue</panel_attributes>
<element>
<type>com.umlet.element.Relation</type>
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<coordinates>
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<w>120</w>
<h>40</h>
</coordinates>
<panel_attributes>PhysicsAPI
bg=blue
--
</panel_attributes>
<additional_attributes/>
</element>
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<type>com.umlet.element.Relation</type>
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<panel_attributes>ServerInitReader
--
Helper to load ini files to server
elementstyle=wordwrap
</panel_attributes>
<additional_attributes/>
</element>
<element>
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--
/Creates game sessions/</panel_attributes>
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<panel_attributes>/&lt;&lt;interface&gt;&gt;/
INetworkSession</panel_attributes>
<additional_attributes/>
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</coordinates>
@ -412,28 +177,91 @@ INetworkSession</panel_attributes>
<element>
<type>com.umlet.element.Relation</type>
<coordinates>
<x>730</x>
<y>320</y>
<w>50</w>
<h>110</h>
<x>670</x>
<y>530</y>
<w>150</w>
<h>180</h>
</coordinates>
<panel_attributes>lt=&gt;&gt;&gt;-</panel_attributes>
<additional_attributes>30;30;30;90</additional_attributes>
<panel_attributes>lt=&lt;&lt;.</panel_attributes>
<additional_attributes>130;160;30;30</additional_attributes>
</element>
<element>
<type>com.umlet.element.Package</type>
<coordinates>
<x>800</x>
<y>670</y>
<w>120</w>
<h>40</h>
</coordinates>
<panel_attributes>GameProtocols
bg=#aaaaa</panel_attributes>
<additional_attributes/>
</element>
<element>
<type>com.umlet.element.Package</type>
<coordinates>
<x>1040</x>
<y>200</y>
<w>160</w>
<h>190</h>
</coordinates>
<panel_attributes>NetworkAPI
bg=#a21aff</panel_attributes>
<additional_attributes/>
</element>
<element>
<id>UMLClass</id>
<coordinates>
<x>150</x>
<y>420</y>
<w>160</w>
<h>50</h>
<x>1060</x>
<y>280</y>
<w>120</w>
<h>40</h>
</coordinates>
<panel_attributes>MapManager
--
Manages all map stuff.
elementstyle=wordwrap
</panel_attributes>
<panel_attributes>NetworkClient</panel_attributes>
<additional_attributes/>
</element>
<element>
<id>UMLClass</id>
<coordinates>
<x>1060</x>
<y>230</y>
<w>120</w>
<h>40</h>
</coordinates>
<panel_attributes>NetworkServer</panel_attributes>
<additional_attributes/>
</element>
<element>
<type>com.umlet.element.Relation</type>
<coordinates>
<x>690</x>
<y>240</y>
<w>390</w>
<h>80</h>
</coordinates>
<panel_attributes>lt=-&gt;</panel_attributes>
<additional_attributes>30;30;200;30;200;60;370;60</additional_attributes>
</element>
<element>
<type>com.umlet.element.Relation</type>
<coordinates>
<x>690</x>
<y>260</y>
<w>390</w>
<h>100</h>
</coordinates>
<panel_attributes>lt=-&lt;&lt;&lt;&lt;</panel_attributes>
<additional_attributes>30;30;180;30;180;80;370;80</additional_attributes>
</element>
<element>
<type>com.umlet.element.Relation</type>
<coordinates>
<x>860</x>
<y>270</y>
<w>380</w>
<h>260</h>
</coordinates>
<panel_attributes>lt=&gt;&gt;&gt;-</panel_attributes>
<additional_attributes>320;30;360;30;360;230;30;240</additional_attributes>
</element>
</diagram>

View File

@ -61,18 +61,16 @@ namespace DanBias
return DanBiasClientReturn_Error;
m_data->recieverObj = new GameRecieverObject;
m_data->recieverObj->Connect(desc.port, desc.IP);
m_data->recieverObj->nwClient = new Oyster::Network::NetworkClient(m_data->recieverObj, Oyster::Network::NetworkProtocolCallbackType_Object);
m_data->recieverObj->nwClient->Connect(desc.port, desc.IP);
if (!m_data->recieverObj->nwClient->IsConnected())
if (!m_data->recieverObj->IsConnected())
{
// failed to connect
return DanBiasClientReturn_Error;
}
// Start in lobby state
m_data->recieverObj->gameClientState = new Client::LobbyState();
if(!m_data->recieverObj->gameClientState->Init(m_data->recieverObj->nwClient))
if(!m_data->recieverObj->gameClientState->Init(m_data->recieverObj))
return DanBiasClientReturn_Error;
m_data->timer = new Utility::WinTimer(); //why dynamic memory?
@ -157,7 +155,7 @@ namespace DanBias
return E_FAIL;
break;
}
m_data->recieverObj->gameClientState->Init(m_data->recieverObj->nwClient); // send game client
m_data->recieverObj->gameClientState->Init(m_data->recieverObj); // send game client
}
return S_OK;
@ -184,10 +182,9 @@ namespace DanBias
{
m_data->recieverObj->gameClientState->Release();
delete m_data->recieverObj->gameClientState;
m_data->recieverObj->nwClient->Disconnect();
delete m_data->recieverObj->nwClient;
delete m_data->timer;
m_data->recieverObj->Disconnect();
delete m_data->recieverObj;
delete m_data->timer;
delete m_data->inputObj;
delete m_data;

View File

@ -1,24 +1,32 @@
#ifndef DANBIAS_CLIENTRECIEVEROBJECT_H
#define DANBIAS_CLIENTRECIEVEROBJECT_H
//WTF!? No headers included???
namespace DanBias
{
inline bool IsLobbyProtocol(short ID) { return (ID >= protocol_LobbyMIN && ID <= protocol_LobbyMAX); }
inline bool IsGeneralProtocol(short ID) { return (ID >= protocol_GeneralMIN && ID <= protocol_GeneralMAX); }
inline bool IsGameplayProtocol(short ID) { return (ID >= protocol_GameplayMIN && ID <= protocol_GameplayMAX); }
struct GameRecieverObject :public Oyster::Network::ProtocolRecieverObject
struct GameRecieverObject :public Oyster::Network::NetworkClient
{
Oyster::Network::NetworkClient* nwClient;
Client::GameClientState* gameClientState;
// receiver function for server messages
// parsing protocols and sending it to the gameState
void ParseGamePlayEvent(Oyster::Network::CustomNetProtocol& p)
void NetworkCallback(Oyster::Network::CustomNetProtocol& p) override
{
int pType = p[0].value.netInt;
switch (pType)
{
case protocol_General_Status:
{
GameLogic::Protocol_General_Status::States state;
state = (GameLogic::Protocol_General_Status::States)p[1].value.netShort;
if( state == GameLogic::Protocol_General_Status::States_disconected)
{
// server disconnected
DanBiasGame::Release();
}
}
break;
case protocol_Gameplay_PlayerMovement:
{
Client::GameClientState::KeyInput* protocolData = new Client::GameClientState::KeyInput;
@ -33,6 +41,19 @@ struct GameRecieverObject :public Oyster::Network::ProtocolRecieverObject
protocolData = NULL;
}
break;
//case protocol_Gameplay_PlayerPosition:
// {
// Client::GameClientState::PlayerPos* protocolData = new Client::GameClientState::PlayerPos;
// for(int i = 0; i< 3; i++)
// {
// protocolData->playerPos[i] = p[i].value.netFloat;
// }
// if(dynamic_cast<Client::GameState*>(gameClientState))
// ((Client::GameState*)gameClientState)->Protocol(protocolData);
// delete protocolData;
// protocolData = NULL;
// }
// break;
case protocol_Gameplay_ObjectCreate:
{
@ -85,34 +106,7 @@ struct GameRecieverObject :public Oyster::Network::ProtocolRecieverObject
default:
break;
}
}
void ParseGeneralEvent(Oyster::Network::CustomNetProtocol& p)
{
int pType = p[0].value.netInt;
switch (pType)
{
case protocol_General_Status:
{
GameLogic::Protocol_General_Status::States state;
state = (GameLogic::Protocol_General_Status::States)p[1].value.netShort;
if( state == GameLogic::Protocol_General_Status::States_disconected)
{
// server disconnected
DanBiasGame::Release();
}
}
break;
}
}
void NetworkCallback(Oyster::Network::CustomNetProtocol& p) override
{
if( IsGameplayProtocol(p[protocol_INDEX_ID].value.netShort) )
ParseGamePlayEvent(p);
if( IsGeneralProtocol(p[protocol_INDEX_ID].value.netShort) )
ParseGeneralEvent(p);
}
};
}

View File

@ -104,9 +104,11 @@ bool GameState::LoadModels(std::wstring mapFile)
privData->object[privData->object.size() -1 ]->Init(modelData);
modelData.world = Oyster::Math3D::Float4x4::identity;
// add player model
modelData.world = Oyster::Math3D::Float4x4::identity;
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0, 15, 0));
modelData.world = modelData.world * translate;
modelData.visible = true;
modelData.modelPath = L"..\\Content\\Models\\char_white.dan";
@ -118,9 +120,6 @@ bool GameState::LoadModels(std::wstring mapFile)
return true;
}
bool GameState::InitCamera(Oyster::Math::Float3 startPos)
@ -200,6 +199,8 @@ bool GameState::Release()
privData->object[i] = NULL;
}
delete this->camera;
delete privData;
privData = NULL;
return true;

View File

@ -1,68 +0,0 @@
#define NOMINMAX
#include "AdminInterface.h"
#include <Thread\OysterThread.h>
#include <WindowShell.h>
#include "..\GameServer.h"
#include "..\GameSession\GameSessionManager.h"
#include "..\GameSession\GameSession.h"
#include "..\Helpers\ServerDataReader.h"
#include "..\LobbySessions\LobbyClient.h"
#include "..\LobbySessions\NetworkSession.h"
#include "..\LobbySessions\GameLobby.h"
#include "..\LobbySessions\MainLobby.h"
using namespace Oyster::Network;
using namespace Oyster::Thread;
using namespace DanBias;
struct AdminInstanceData :public IThreadObject
{
bool isCreated;
Oyster::Network::NetworkServer adminServer;
NetworkClient* admin;
NetworkSession* parentInstance;
OysterThread worker;
bool DoWork() override
{
//((GameServer*)parentInstance)->serve
return true;
}
}adminInstanceData;
void AdminArrived(NetworkClient* adm)
{
if(adminInstanceData.admin)
{
delete adm;
return;
}
adminInstanceData.admin = adm;
adminInstanceData.worker.Create(&adminInstanceData, true, true);
}
void AdminInterface::Toggle(bool toggle, NetworkSession* parent)
{
if(toggle)
{
if(!parent) return;
if(adminInstanceData.isCreated) return;
NetworkServer::INIT_DESC desc;
desc.port = 15152;
desc.callbackType = NetworkClientCallbackType_Function;
desc.recvObj.clientConnectFnc = AdminArrived;
if(!adminInstanceData.adminServer.Init(desc)) return;
adminInstanceData.parentInstance = parent;
adminInstanceData.adminServer.Start();
}
else
{
adminInstanceData.adminServer.Shutdown();
}
}

View File

@ -1,20 +0,0 @@
/////////////////////////////////////////
// Created by [Dennis Andersen] [2013] //
/////////////////////////////////////////
#ifndef DANBIASSERVER_ADMIN_INTERFACE_H
#define DANBIASSERVER_ADMIN_INTERFACE_H
#include <NetworkServer.h>
namespace DanBias
{
class NetworkSession;
//Global admin
class AdminInterface
{
public:
static void Toggle(bool toggle, NetworkSession* parent);
};
}
#endif // !DANBIASSERVER_ADMIN_INTERFACE_H

View File

@ -1,28 +0,0 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "DanBiasServerAPI.h"
#include "GameServer.h"
namespace DanBias
{
#pragma region Server Data
static GameServer server;
#pragma endregion
DanBiasServerReturn DanBiasServerAPI::Initiate()
{
return server.Create();
}
DanBiasServerReturn DanBiasServerAPI::Run()
{
return server.Run();
}
DanBiasServerReturn DanBiasServerAPI::Release()
{
return server.Release();
}
} //End namspace DanBias

View File

@ -1,161 +0,0 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#define NOMINMAX
#include <Windows.h>
#include <WindowShell.h>
#include <iostream>
#include "GameServer.h"
#include "Helpers\ServerDataReader.h"
#include "GameSession\GameSessionManager.h"
#include "LobbySessions\LobbyClient.h"
#include "GameSession\GameSession.h"
#include "AdminInterface\AdminInterface.h"
#include <Thread\OysterThread.h>
#include <Utilities.h>
#include <CollisionManager.h>
namespace DanBias
{
using namespace Oyster::Network;
GameServer* GameServer::instance = 0;
void GameServer::NetworkCallback(NetworkClient* client)
{
static bool myTest = false;
static int sessionId = -1;
printf("Client with ID [%i] connected.\n", client->GetID());
if(!myTest)
{
Utility::DynamicMemory::SmartPointer<LobbyClient> c = new LobbyClient(client);
GameSessionDescription desc;
desc.mapName = L"test";
desc.clients.Push(c);
desc.exitDestionation = this->mainLobby;
if((sessionId = GameSessionManager::AddSession(desc, true)) == 0)
printf("Failed to create a game session\n");
myTest = true;
//myTest = new GameSession();
//
//DanBias::GameSession::GameSessionDescription desc;
//desc.owner = 0;
//desc.clients.Push(c);
//
//if(!myTest->Create(desc)) return;
//myTest->Run();
}
else
{
Utility::DynamicMemory::SmartPointer<LobbyClient> c = new LobbyClient(client);
GameSessionManager::JoinSession(sessionId, c);
}
//Utility::DynamicMemory::SmartPointer<LobbyClient> c = new LobbyClient(client);
//this->mainLobby->Attach(c, this->mainLobby->GetPostbox());
}
GameServer::GameServer()
: initiated(0)
, running(0)
, released(0)
, maxClients(0)
, mainLobby(0)
, server(0)
{ this->instance = this; }
GameServer::~GameServer()
{
}
DanBiasServerReturn GameServer::Create()
{
this->server = new NetworkServer();
this->mainLobby = new MainLobby();
InitData data;
if(!LoadIniFile(data)) return DanBiasServerReturn_Error;
NetworkServer::INIT_DESC serverDesc;
this->maxClients = data.clients;
serverDesc.port = data.port;
serverDesc.recvObj = this;
serverDesc.callbackType = Oyster::Network::NetworkClientCallbackType_Object;
if(!this->server->Init(serverDesc)) return DanBiasServerReturn_Error;
if(!WindowShell::CreateConsoleWindow()) return DanBiasServerReturn_Error;
this->initiated = true;
return DanBiasServerReturn_Sucess;
}
DanBiasServerReturn GameServer::Run()
{
if(this->running) return DanBiasServerReturn_Error;
if(this->released) return DanBiasServerReturn_Error;
if(!this->initiated) return DanBiasServerReturn_Error;
if(!this->server->Start()) return DanBiasServerReturn_Error;
//Oyster::Thread::OysterThread ioThread;
//ioThread.Create(this, true,
while (true)
{
if(!WindowShell::Frame()) break;
this->mainLobby->Frame();
if(GetAsyncKeyState(0x51)) //Q for exit
break;
}
return DanBiasServerReturn_Sucess;
}
DanBiasServerReturn GameServer::Release()
{
GameSessionManager::CloseSession();
this->mainLobby->Release();
delete this->mainLobby;
this->server->Shutdown();
delete this->server;
this->released = true;
return DanBiasServerReturn_Sucess;
}
NetworkSession* GameServer::MainLobbyInstance()
{
return GameServer::instance->mainLobby;
}
bool GameServer::LoadIniFile(InitData& ini)
{
std::ifstream in;
std::string f = GetInitPath(InitPath_ServerIni);
in.open(f, std::ios::in);
if(!in.is_open()) return false;
std::string buffer;
while (!in.eof())
{
in >> buffer;
if(buffer == "port")
{
in >> ini.port;
}
else if(buffer == "clients")
{
in >> ini.clients;
}
}
in.close();
return true;
}
}//End namespace DanBias

View File

@ -1,50 +0,0 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#ifndef DANBIASSERVER_GAME_SERVER_H
#define DANBIASSERVER_GAME_SERVER_H
#include "DanBiasServerAPI.h"
#include "LobbySessions\MainLobby.h"
#include <NetworkServer.h>
#include <NetworkCallbackHelper.h>
namespace DanBias
{
class GameServer :public Oyster::Network::ClientConnectedObject
{
public:
GameServer();
virtual~GameServer();
DanBiasServerReturn Create();
DanBiasServerReturn Run();
DanBiasServerReturn Release();
static NetworkSession* MainLobbyInstance();
private:
//static void ClientConnectCallbackFunction(Oyster::Network::NetworkClient& connectedClient);
void NetworkCallback(Oyster::Network::NetworkClient* client) override;
bool initiated;
bool running;
bool released;
int maxClients;
MainLobby *mainLobby;
Oyster::Network::NetworkServer *server;
static GameServer* instance;
private:
struct InitData
{
int port;
int clients;
};
bool LoadIniFile(InitData&);
private:
friend class AdminInterface;
};
}// End namspace DanBias
#endif // !DANBIASSERVER_DBSERVER_H

View File

@ -1,67 +0,0 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "GameClient.h"
#include "..\LobbySessions\NetworkSession.h"
#include <Protocols.h>
using namespace Utility::DynamicMemory;
using namespace DanBias;
using namespace GameLogic;
static int gameClientIDCount = 1;
GameClient::GameClient(SmartPointer<LobbyClient> client, IPlayerData* player, Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value)
{
this->callbackValue = value;
this->client = client;
this->id = gameClientIDCount++;
this->player = player;
Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> c;
c.callbackType = Oyster::Callback::CallbackType_Object;
c.value = this;
this->client->SetCallback(c);
}
GameClient::~GameClient()
{
if(this->client) this->client->Disconnect();
this->player = 0;
this->id = -1;
}
void GameClient::SetCallback(Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value)
{
this->callbackValue = value;
}
GameLogic::IPlayerData* GameClient::GetPlayer()
{
return this->player;
}
GameLogic::IPlayerData* GameClient::ReleasePlayer()
{
GameLogic::IPlayerData *temp = this->player;
this->player = 0;
return temp;
}
LobbyClient* GameClient::GetClient() const
{
return this->client;
}
Utility::DynamicMemory::SmartPointer<LobbyClient> GameClient::ReleaseClient()
{
SmartPointer<LobbyClient> temp = this->client;
this->client = 0;
return temp;
}
int GameClient::GetID() const
{
return this->id;
}
void GameClient::ObjectCallback(NetworkSession::NetEvent e)
{
e.gameClient = this;
this->callbackValue(e);
}

View File

@ -1,43 +0,0 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#ifndef DANBIASSERVER_CLIENT_OBJECT_H
#define DANBIASSERVER_CLIENT_OBJECT_H
#include "..\LobbySessions\LobbyClient.h"
#include <PostBox\PostBox.h>
#include <GameAPI.h>
namespace DanBias
{
class GameClient: Oyster::Callback::CallbackObject<void, NetworkSession::NetEvent>
{
public:
GameClient(Utility::DynamicMemory::SmartPointer<LobbyClient> client, GameLogic::IPlayerData* player, Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value);
virtual~GameClient();
void SetCallback(Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value);
/* */
GameLogic::IPlayerData* GetPlayer();
GameLogic::IPlayerData* ReleasePlayer();
LobbyClient* GetClient() const;
Utility::DynamicMemory::SmartPointer<LobbyClient> ReleaseClient();
int GetID() const;
private:
//Utility::DynamicMemory::SmartPointer<GameLogic::Player> player;
GameLogic::IPlayerData* player;
Utility::DynamicMemory::SmartPointer<LobbyClient> client;
Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> callbackValue;
int id;
void ObjectCallback(NetworkSession::NetEvent) override;
private:
friend class AdminInterface;
};
}//End namespace DanBias
#endif // !DANBIASSERVER_CLIENT_OBJECT_H

View File

@ -1,123 +0,0 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "GameSessionManager.h"
#include "..\LobbySessions\LobbyClient.h"
#include "GameSession.h"
#include <DynamicArray.h>
using namespace DanBias;
using namespace Utility::DynamicMemory;
struct GameSessionData
{
DynamicArray< SmartPointer< GameSession > > sessions;
int freeSpot;
int Existst(int session)
{
for (unsigned int i = 0; i < sessions.Size(); i++)
{
if(!sessions[i] && freeSpot == -1) freeSpot = i;
if(sessions[i]->GetID() == session) return i;
}
return -1;
}
int GetFree()
{
for (unsigned int i = 0; i < sessions.Size(); i++)
{
if(!sessions[i])
{
this->freeSpot = i;
return this->freeSpot;
}
}
this->freeSpot = -1;
return this->freeSpot;
}
} gameSessionData;
int GameSessionManager::AddSession(GameSessionDescription& instance, bool run)
{
int k = gameSessionData.GetFree();
SmartPointer<GameSession> gs = new GameSession();
DanBias::GameSession::GameDescription desc;
desc.owner = instance.exitDestionation;
desc.clients = instance.clients;
desc.mapName = instance.mapName;
if(!gs->Create(desc)) return 0;
if(k == -1) gameSessionData.sessions.Push(gs);
else gameSessionData.sessions[k] = gs;
if(run) gs->Run();
return gs->GetID();
}
bool GameSessionManager::StartSession(int session)
{
int i = -1;
if((i = gameSessionData.Existst(session)) != -1) return false;
gameSessionData.sessions[i]->Run();
return true;
}
bool GameSessionManager::JoinSession(int session, Utility::DynamicMemory::SmartPointer<LobbyClient> client)
{
int i = -1;
if((i = gameSessionData.Existst(session)) == -1) return false;
gameSessionData.sessions[i]->Join(client);
return true;
}
void GameSessionManager::GetSessionInfo(int session, GameSessionInfo& data)
{
memset(&data, 0, sizeof(GameSessionInfo));
int i = -1;
if((i = gameSessionData.Existst(session)) != -1) return;
//data.gametime = gameSessionData.sessions[i]->
//data.mapName = gameSessionData.sessions[i]->
//data.numberOfPlayers = gameSessionData.sessions[i]->
}
void GameSessionManager::CloseSession()
{
for (unsigned int i = 0; i < gameSessionData.sessions.Size(); i++)
{
gameSessionData.sessions[i]->CloseSession();
}
}
void GameSessionManager::CloseSession(int session)
{
int i = -1;
if((i = gameSessionData.Existst(session)) != -1) return;
gameSessionData.sessions[i]->CloseSession();
}
int GameSessionManager::GetSessionSize()
{
return gameSessionData.sessions.Size();
}

View File

@ -1,82 +0,0 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#ifndef DANBIASSERVER_GAME_SEESION_MANAGER_H
#define DANBIASSERVER_GAME_SEESION_MANAGER_H
#include <string>
#include <Utilities.h>
#include <DynamicArray.h>
namespace DanBias
{
class LobbyClient;
class NetworkSession;
struct GameSessionDescription
{
std::wstring mapName;
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<LobbyClient>> clients;
NetworkSession* exitDestionation; //The new owner when session dies
};
struct GameSessionInfo
{
std::wstring mapName;
unsigned int numberOfPlayers;
float gametime;
};
class GameSessionManager
{
public:
/**
* Add a new game session.
* On success, the function returns the game instance id number greater than 0.
*/
static int AddSession(GameSessionDescription& instance, bool run);
/**
* Starts an existing game session
* @param session The session id recieved when created.
* @param run Indicates if the game session should start imidiatly when created.
* @return Returns false if session is not found.
*/
static bool StartSession(int session);
/**
* Join an exiting session
* @param session The session id recieved when created.
* @param client The client that is to join a game session
* @return Returns false on failure.
*/
static bool JoinSession(int session, Utility::DynamicMemory::SmartPointer<LobbyClient> client);
/**
* Gets information about a given session
* @param session The session id recieved when created.
* @param sessionInformation The output parameter that will be filled.
*/
static void GetSessionInfo(int session, GameSessionInfo& sessionInformation);
/**
* Close a session.
* @param session The session id recieved when created a session.
*/
static void CloseSession(int session);
/**
* Close all sessions.
*/
static void CloseSession();
/**
* Get total sessions running
* @return Returns the total sessions curently running.
*/
static int GetSessionSize();
private:
friend class AdminInterface;
};
}
#endif // !DANBIASSERVER_GAME_SEESION_MANAGER_H

View File

@ -1,29 +0,0 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "GameSession.h"
#include "GameClient.h"
#include <Protocols.h>
#include <PostBox\PostBox.h>
#include <GameLogicStates.h>
#include <Windows.h>
using namespace Utility::DynamicMemory;
using namespace Oyster;
using namespace Oyster::Network;
using namespace Oyster::Thread;
using namespace GameLogic;
namespace DanBias
{
void GameSession::Send(Oyster::Network::CustomNetProtocol* p)
{
for (unsigned int i = 0; i < this->clients.Size(); i++)
{
if(this->clients[i] && this->clients[i]->GetClient())
this->clients[i]->GetClient()->Send(p);
}
}
}//End namespace DanBias

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@ -1,30 +0,0 @@
/////////////////////////////////////////
// Created by [Dennis Andersen] [2013] //
/////////////////////////////////////////
#ifndef DANBIASSERVER_LEVELMANAGER_H
#define DANBIASSERVER_LEVELMANAGER_H
#include "ServerDataReader.h"
#include "..\LobbySessions\LobbyClient.h"
#include "..\LobbySessions\NetworkSession.h"
#include "..\LobbySessions\GameLobby.h"
#include <Utilities.h>
namespace DanBias
{
class MapManager
{
public:
struct MapInitDesc
{
const wchar_t* map;
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<LobbyClient>> clients;
};
public:
static bool InitiateMapPack(const MapInitDesc& desc);
};
}
#endif // !DANBIASSERVER_LEVELMANAGER_H

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@ -1,44 +0,0 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#ifndef DANBIASSERVER_SERVER_INIT_READER_H
#define DANBIASSERVER_SERVER_INIT_READER_H
#include <fstream>
#include <string>
namespace DanBias
{
enum InitPath
{
InitPath_ServerIni,
};
static std::string GetInitPath(InitPath file)
{
std::string type = "";
std::string path = "";
std::string flag = "";
switch (file)
{
case DanBias::InitPath_ServerIni:
flag = "ServerInit";
break;
}
std::fstream in;
in.open("..\\Settings\\serversearchpath.ini", std::ios::in);
if(!in.is_open()) return "";
while (!in.eof() && type != flag)
{
in >> type;
in >> path;
}
in.close();
return path;
}
}
#endif // !DANBIASSERVER_SERVER_INIT_READER_H

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@ -1,21 +0,0 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "GameLobby.h"
namespace DanBias
{
GameLobby::GameLobby(Utility::DynamicMemory::SmartPointer<LobbyClient> owner)
{
}
GameLobby::~GameLobby()
{
}
void GameLobby::Release()
{
}
}//End namespace DanBias

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@ -1,24 +0,0 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#ifndef DANBIASSERVER_GAMELOBBY_H
#define DANBIASSERVER_GAMELOBBY_H
#include "NetworkSession.h"
namespace DanBias
{
class GameLobby :public NetworkSession
{
public:
GameLobby(Utility::DynamicMemory::SmartPointer<LobbyClient> owner);
virtual~GameLobby();
void Release();
private:
friend class AdminInterface;
};
}//End namespace DanBias
#endif // !DANBIASSERVER_GAME_LOBBY_H

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@ -1,18 +0,0 @@
#include "INetworkSession.h"
#include <GID.h>
INetworkSession::INetworkSession()
:id(GID())
{}
INetworkSession::INetworkSession(const INetworkSession& orig)
{
id = orig.id;
}
const INetworkSession& INetworkSession::operator=(const INetworkSession& orig)
{
id = orig.id;
return *this;
}
INetworkSession::~INetworkSession()
{}

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@ -1,22 +0,0 @@
/////////////////////////////////////////
// Created by [Dennis Andersen] [2013] //
/////////////////////////////////////////
#ifndef DANBIASSERVER_INETWORKSESSION_H
#define DANBIASSERVER_INETWORKSESSION_H
class INetworkSession
{
public:
INetworkSession();
INetworkSession(const INetworkSession& orig);
const INetworkSession& operator=(const INetworkSession& orig);
virtual~INetworkSession();
inline int GetID() const { return this->id; }
private:
int id;
};
#endif // !DANBIASSERVER_INETWORKSESSION_H

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@ -1,51 +0,0 @@
#include "LobbyClient.h"
#include <Protocols.h>
using namespace Utility::DynamicMemory;
using namespace Oyster::Network;
using namespace Oyster::Callback;
using namespace GameLogic;
namespace DanBias
{
LobbyClient::LobbyClient(SmartPointer<NetworkClient> client)
{
this->client = client;
this->client->SetRecieverObject(this, NetworkProtocolCallbackType_Object);
}
LobbyClient::~LobbyClient()
{
this->callbackValue.callbackType = CallbackType_Unknown;
}
void LobbyClient::Disconnect()
{
this->client->Disconnect();
}
void LobbyClient::SetCallback(OysterCallback<void, NetworkSession::NetEvent> value)
{
this->callbackValue = value;
}
/** This method is NOT threadsafe. */
void LobbyClient::NetworkCallback(CustomNetProtocol& protocol)
{
if(this->callbackValue.callbackType == CallbackType_Unknown) return;
NetworkSession::NetEvent e;
e.sender = this;
e.protocol = protocol;
this->callbackValue(e);
}
void LobbyClient::Disconnected()
{
if(this->callbackValue.callbackType == CallbackType_Unknown) return;
NetworkSession::NetEvent e;
e.sender = this;
e.protocol = *GameLogic::Protocol_General_Status(Protocol_General_Status::States_disconected).GetProtocol();
this->callbackValue(e);
}
}//End namsapce DanBias

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@ -1,38 +0,0 @@
/////////////////////////////////////////
// Created by [Dennis Andersen] [2013] //
/////////////////////////////////////////
#ifndef DANBIASSERVER_LOBBYCLIENT_H
#define DANBIASSERVER_LOBBYCLIENT_H
#include "NetworkSession.h"
#include <NetworkClient.h>
#include <PostBox\PostBox.h>
namespace DanBias
{
class LobbyClient :public Oyster::Network::NetClientEvent
{
public:
LobbyClient(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client);
virtual~LobbyClient();
void Disconnect();
void SetCallback(Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value);
inline void Send(Oyster::Network::CustomProtocolObject& protocol) { this->client->Send(protocol); }
inline void Send(Oyster::Network::CustomNetProtocol* protocol) { this->client->Send(protocol); }
inline int GetID() const { return this->client->GetID(); }
private:
Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client;
Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> callbackValue;
private:
void NetworkCallback(Oyster::Network::CustomNetProtocol& protocol) override;
void Disconnected() override;
private:
friend class AdminInterface;
};
}//End namspace DanBias
#endif // !DANBIASSERVER_LOBBYCLIENT_H

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@ -1,64 +0,0 @@
#include "MainLobby.h"
#include "LobbyClient.h"
using namespace DanBias;
using namespace GameLogic;
void MainLobby::ParseGeneralProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::LobbyClient* c)
{
switch (p[0].value.netShort)
{
case protocol_General_Status:
{
GeneralStatus(GameLogic::Protocol_General_Status(p), c);
} break;
case protocol_General_Text:
{
GameLogic::Protocol_General_Text(p);
} break;
case protocol_Lobby_Login:
{
} break;
case protocol_Lobby_Join:
{
JoinLobby(GameLogic::Protocol_LobbyJoin(p), c);
} break;
}
}
void MainLobby::GeneralStatus(GameLogic::Protocol_General_Status& p, DanBias::LobbyClient* c)
{
switch (p.status)
{
case Protocol_General_Status::States_ready:
{
}
case Protocol_General_Status::States_idle:
{
}
case Protocol_General_Status::States_leave:
{
}
case Protocol_General_Status::States_disconected:
{
Detach(c)->Disconnect();
}
}
}
void MainLobby::JoinLobby(GameLogic::Protocol_LobbyJoin& p, DanBias::LobbyClient* c)
{
for (unsigned int i = 0; i < this->gameLobby.Size(); i++)
{
if (this->gameLobby[i]->GetID() == p.value)
{
this->gameLobby[i]->Attach(Detach(c));
return;
}
}
}

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@ -1,37 +0,0 @@
#include "MainLobby.h"
using namespace DanBias;
void MainLobby::ParseLobbyProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::LobbyClient* c)
{
switch (p[0].value.netShort)
{
case protocol_Lobby_Create:
CreateGame(GameLogic::Protocol_LobbyCreateGame(p), c);
break;
case protocol_Lobby_Start:
break;
case protocol_Lobby_Refresh:
GameLogic::Protocol_LobbyRefresh();
break;
}
}
void MainLobby::CreateGame(GameLogic::Protocol_LobbyCreateGame& p, DanBias::LobbyClient* c)
{
for (unsigned int i = 0; i < this->gameLobby.Size(); i++)
{
if(!gameLobby[i])
{
gameLobby[i] = new GameLobby(NetworkSession::Detach(c));
return;
}
}
this->gameLobby.Push(new GameLobby(NetworkSession::Detach(c)));
}

View File

@ -1,62 +0,0 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "MainLobby.h"
#include "LobbyClient.h"
#include <PlayerProtocols.h>
#include <PostBox\PostBox.h>
using namespace Utility::DynamicMemory;
using namespace Oyster::Network;
using namespace Oyster;
namespace DanBias
{
MainLobby::MainLobby()
:gameLobby(5)
{
this->box = new PostBox<DanBias::NetworkSession::NetEvent>();
}
MainLobby::~MainLobby()
{
}
void MainLobby::Release()
{
delete this->box;
this->box = 0;
this->CloseSession(true);
}
void MainLobby::Frame()
{
ParseEvents();
}
IPostBox<NetworkSession::NetEvent>* MainLobby::GetPostbox()
{
return this->box;
}
void MainLobby::SetRefreshFrequency(float delta)
{
this->refreshFrequency = delta;
}
float MainLobby::GetRefreshFrequency() const
{
return this->refreshFrequency;
}
//////// Private
void MainLobby::ParseEvents()
{
if(this->box && !this->box->IsEmpty())
{
NetEvent &e = this->box->Fetch();
short type = e.protocol[0].value.netShort;
if(ProtocolIsLobby(type)) ParseLobbyProtocol(e.protocol, e.sender);
else if(ProtocolIsGeneral(type)) ParseGeneralProtocol(e.protocol, e.sender);
}
}
}//End namespace DanBias

View File

@ -1,49 +0,0 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#ifndef DANBIASSERVER_MAINLOBBY_H
#define DANBIASSERVER_MAINLOBBY_H
#include "NetworkSession.h"
#include "GameLobby.h"
#include <Protocols.h>
#include <PostBox\IPostBox.h>
#include <WinTimer.h>
namespace DanBias
{
class MainLobby :public NetworkSession
{
public:
MainLobby();
virtual~MainLobby();
void Release();
void Frame();
void SetPostbox(Oyster::IPostBox<NetworkSession::NetEvent>* box);
Oyster::IPostBox<NetworkSession::NetEvent>* GetPostbox();
void SetRefreshFrequency(float delta);
float GetRefreshFrequency() const;
private:
void ParseEvents();
void ParseGeneralProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::LobbyClient* c);
void ParseLobbyProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::LobbyClient* c);
void GeneralStatus(GameLogic::Protocol_General_Status& p, DanBias::LobbyClient* c);
void CreateGame(GameLogic::Protocol_LobbyCreateGame& p, DanBias::LobbyClient* c);
void JoinLobby(GameLogic::Protocol_LobbyJoin& p, DanBias::LobbyClient* c);
private:
Oyster::IPostBox<NetworkSession::NetEvent> *box;
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<GameLobby>> gameLobby;
Utility::WinTimer timer;
float refreshFrequency;
private:
friend class AdminInterface;
};
}//End namespace DanBias
#endif // !DANBIASGAME_GAMELOBBY_H

View File

@ -1,219 +0,0 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "LobbyClient.h"
#include "NetworkSession.h"
#include <mutex>
namespace DanBias
{
NetworkSession::NetworkSession()
: owner(0)
, clientCount(0)
{}
NetworkSession::NetworkSession(const NetworkSession& orig)
{
this->clients = orig.clients;
this->owner = orig.owner;
this->clientCount = orig.clientCount;
}
const NetworkSession& NetworkSession::operator=(const NetworkSession& orig)
{
this->clients = orig.clients;
this->owner = orig.owner;
this->clientCount = orig.clientCount;
return *this;
}
NetworkSession::~NetworkSession()
{
this->clients.Clear();
this->clientCount = 0;
}
bool NetworkSession::Attach(Utility::DynamicMemory::SmartPointer<LobbyClient> client)
{
clientListLock.lock();
int k = -1;
for (unsigned int i = 0; (k == -1) && i < this->clients.Size(); i++)
{
if(!this->clients[i])
k = i;
}
if(k == -1)
{
this->clients.Push(client);
}
else
{
this->clients[k] = client;
}
this->clientCount++;
clientListLock.unlock();
return true;
}
Utility::DynamicMemory::SmartPointer<LobbyClient> NetworkSession::Detach(Oyster::Network::NetworkClient* client)
{
Utility::DynamicMemory::SmartPointer<LobbyClient> val;
clientListLock.lock();
for (unsigned int i = 0; i < this->clients.Size(); i++)
{
if(this->clients[0]->GetID() == client->GetID())
{
val = this->clients[i];
this->clients[i] = 0;
this->clientCount--;
}
}
clientListLock.unlock();
return val;
}
Utility::DynamicMemory::SmartPointer<LobbyClient> NetworkSession::Detach(const LobbyClient* client)
{
Utility::DynamicMemory::SmartPointer<LobbyClient> val;
clientListLock.lock();
for (unsigned int i = 0; i < this->clients.Size(); i++)
{
if(this->clients[0]->GetID() == client->GetID())
{
val = this->clients[i];
this->clients[i] = 0;
this->clientCount--;
}
}
clientListLock.unlock();
return val;
}
Utility::DynamicMemory::SmartPointer<LobbyClient> NetworkSession::Detach(const LobbyClient& client)
{
Utility::DynamicMemory::SmartPointer<LobbyClient> val;
clientListLock.lock();
for (unsigned int i = 0; i < this->clients.Size(); i++)
{
if(this->clients[0]->GetID() == client.GetID())
{
val = this->clients[i];
this->clients[i] = 0;
this->clientCount--;
}
}
clientListLock.unlock();
return val;
}
Utility::DynamicMemory::SmartPointer<LobbyClient> NetworkSession::Detach(short ID)
{
Utility::DynamicMemory::SmartPointer<LobbyClient> val;
clientListLock.lock();
for (unsigned int i = 0; i < this->clients.Size(); i++)
{
if(this->clients[0]->GetID() == ID)
{
val = this->clients[i];
this->clients[i] = 0;
this->clientCount--;
}
}
clientListLock.unlock();
return val;
}
bool NetworkSession::Send(Oyster::Network::CustomNetProtocol& protocol)
{
bool returnValue = false;
for (unsigned int i = 0; i < this->clients.Size(); i++)
{
if(this->clients[i])
{
this->clients[i]->Send(&protocol);
returnValue = true;
}
}
return returnValue;
}
bool NetworkSession::Send(Oyster::Network::CustomNetProtocol& protocol, int ID)
{
for (unsigned int i = 0; i < this->clients.Size(); i++)
{
if(this->clients[i] && this->clients[i]->GetID() == ID)
{
this->clients[i]->Send(&protocol);
return true;
}
}
return false;
}
void NetworkSession::SetCallback(Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value)
{
for (unsigned int i = 0; i < this->clients.Size(); i++)
{
this->clients[i]->SetCallback(value);
}
}
void NetworkSession::CloseSession(bool dissconnectClients)
{
clientListLock.lock();
for (unsigned int i = 0; i < this->clients.Size(); i++)
{
if(dissconnectClients) this->clients[i]->Disconnect();
else if(this->owner) this->owner->Attach(this->clients[i]);
}
this->clients.Clear();
clientListLock.unlock();
}
Utility::DynamicMemory::SmartPointer<LobbyClient> NetworkSession::FindClient(int ID)
{
for (unsigned int i = 0; i < this->clients.Size(); i++)
{
if(this->clients[i]->GetID() == ID)
return this->clients[i];
}
return Utility::DynamicMemory::SmartPointer<LobbyClient>();
}
Utility::DynamicMemory::SmartPointer<LobbyClient> NetworkSession::FindClient(LobbyClient& obj)
{
for (unsigned int i = 0; i < this->clients.Size(); i++)
{
if(this->clients[i]->GetID() == obj.GetID())
return this->clients[i];
}
return Utility::DynamicMemory::SmartPointer<LobbyClient>();
}
Utility::DynamicMemory::SmartPointer<LobbyClient> NetworkSession::FindClient(LobbyClient* obj)
{
for (unsigned int i = 0; i < this->clients.Size(); i++)
{
if(this->clients[i]->GetID() == obj->GetID())
return this->clients[i];
}
return Utility::DynamicMemory::SmartPointer<LobbyClient>();
}
}//End namespace DanBias

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@ -1,91 +0,0 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#ifndef DANBIASSERVER_NETWORK_SESSION_H
#define DANBIASSERVER_NETWORK_SESSION_H
//warning C4150: deletion of pointer to incomplete type, no destructor called
#pragma warning(disable : 4150)
#define NOMINMAX
#include "INetworkSession.h"
#include <Utilities.h>
#include <OysterCallback.h>
#include <DynamicArray.h>
#include <PostBox\IPostBox.h>
#include <CustomNetProtocol.h>
#include <NetworkClient.h>
#include <vector>
#include <mutex>
namespace DanBias
{
class LobbyClient;
class GameClient;
class NetworkSession :public INetworkSession
{
public:
struct NetEvent
{
LobbyClient* sender;
GameClient* gameClient;
Oyster::Network::CustomNetProtocol protocol;
NetEvent():sender(0), gameClient(0){}
};
public:
NetworkSession();
NetworkSession(const NetworkSession& orig);
const NetworkSession& operator=(const NetworkSession& orig);
virtual~NetworkSession();
virtual bool Attach(Utility::DynamicMemory::SmartPointer<LobbyClient> client);
virtual Utility::DynamicMemory::SmartPointer<LobbyClient> Detach(Oyster::Network::NetworkClient* client);
virtual Utility::DynamicMemory::SmartPointer<LobbyClient> Detach(const LobbyClient* client);
virtual Utility::DynamicMemory::SmartPointer<LobbyClient> Detach(const LobbyClient& client);
virtual Utility::DynamicMemory::SmartPointer<LobbyClient> Detach(short ID);
Utility::DynamicMemory::SmartPointer<LobbyClient> FindClient(LobbyClient& obj);
Utility::DynamicMemory::SmartPointer<LobbyClient> FindClient(LobbyClient* obj);
Utility::DynamicMemory::SmartPointer<LobbyClient> FindClient(int ID);
/**
* Sends a message to all clients in this session.
*/
virtual bool Send(Oyster::Network::CustomNetProtocol& message);
/**
* Sends a message to a specific client in this session.
*/
virtual bool Send(Oyster::Network::CustomNetProtocol& protocol, int ID);
/**
* Set the callback to all clients to where a messages is recieved.
*/
virtual void SetCallback(Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value);
/**
* Closes the session and sends the clients to given owner session if any.
* If session is null, clients is assumed to already be elsewhere and only releases a reference.
*/
virtual void CloseSession(bool dissconnectClients = false);
/** Set where the clients is returned on closed session. */
inline void SetOwner(NetworkSession* owner) { this->owner = owner; }
protected:
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<LobbyClient>> clients;
NetworkSession* owner; //Where clients end up when session is closed.
private:
std::mutex clientListLock;
int clientCount;
private:
friend class AdminInterface;
};
}//End namespace DanBias
#endif // !DANBIASSERVER_NETWORK_SESSION_H

View File

@ -71,7 +71,7 @@
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<IncludePath>$(SolutionDir)Game\DanBiasServer;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<IncludePath>$(SolutionDir)Game\GameServer;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)WindowManager\;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
@ -79,7 +79,7 @@
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<IncludePath>$(SolutionDir)Game\DanBiasServer;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<IncludePath>$(SolutionDir)Game\GameServer;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)WindowManager\;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
@ -87,7 +87,7 @@
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>$(SolutionDir)Game\DanBiasServer;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<IncludePath>$(SolutionDir)Game\GameServer;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)WindowManager\;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
@ -95,7 +95,7 @@
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>$(SolutionDir)Game\DanBiasServer;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<IncludePath>$(SolutionDir)Game\GameServer;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)WindowManager\;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
@ -111,8 +111,8 @@
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<DelayLoadDLLs>DanBiasGame_$(PlatformShortName)D.dll;DanBiasServer_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<AdditionalDependencies>DanBiasGame_$(PlatformShortName)D.lib;DanBiasServer_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
<DelayLoadDLLs>DanBiasGame_$(PlatformShortName)D.dll;GameServer_$(PlatformShortName)D.dll</DelayLoadDLLs>
<AdditionalDependencies>GameServer_$(PlatformShortName)D.lib;DanBiasGame_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
@ -128,8 +128,8 @@
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<DelayLoadDLLs>DanBiasServer_$(PlatformShortName)D.dll;DanBiasGame_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<AdditionalDependencies>DanBiasGame_$(PlatformShortName)D.lib;DanBiasServer_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
<DelayLoadDLLs>DanBiasGame_$(PlatformShortName)D.dll;GameServer_$(PlatformShortName)D.dll</DelayLoadDLLs>
<AdditionalDependencies>GameServer_$(PlatformShortName)D.lib;DanBiasGame_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
@ -149,8 +149,8 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<DelayLoadDLLs>DanBiasServer_$(PlatformShortName).dll;DanBiasGame_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<AdditionalDependencies>DanBiasServer_$(PlatformShortName).lib;DanBiasGame_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
<DelayLoadDLLs>DanBiasGame_$(PlatformShortName).dll;GameServer_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<AdditionalDependencies>GameServer_$(PlatformShortName).lib;DanBiasGame_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
@ -170,13 +170,18 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<DelayLoadDLLs>DanBiasServer_$(PlatformShortName).dll;DanBiasGame_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<AdditionalDependencies>DanBiasServer_$(PlatformShortName).lib;DanBiasGame_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
<DelayLoadDLLs>DanBiasGame_$(PlatformShortName).dll;GameServer_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<AdditionalDependencies>GameServer_$(PlatformShortName).lib;DanBiasGame_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="ServerLauncher.cpp" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\WindowManager\WindowManager.vcxproj">
<Project>{35aea3c0-e0a7-4e1e-88cd-514aa5a442b1}</Project>
</ProjectReference>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>

View File

@ -5,9 +5,10 @@
#define NOMINMAX //Blame it on windows
#include <Windows.h>
#include <vld.h>
#include <iostream>
#include <WindowShell.h>
#include <DanBiasServerAPI.h>
#include <GameServerAPI.h>
int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdShow)
{
@ -15,10 +16,15 @@ int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdSh
{
return cmdShow;
}
if( DanBias::DanBiasServerAPI::Initiate() == DanBias::DanBiasServerReturn_Sucess)
WindowShell::CreateConsoleWindow();
DanBias::GameServerAPI::GameInitDesc desc;
desc.listenPort = 15151;
if(DanBias::GameServerAPI::Create(desc) == DanBias::DanBiasServerReturn_Sucess)
{
DanBias::DanBiasServerAPI::Run();
DanBias::DanBiasServerAPI::Release();
DanBias::GameServerAPI::Start();
DanBias::GameServerAPI::Terminate();
}
return cmdShow;
}

View File

@ -20,7 +20,7 @@ using namespace GameLogic;
Player *player = ((Game::PlayerData*)(rigidBodyPlayer->GetCustomTag()))->player;
Object *realObj = (Object*)obj->GetCustomTag(); //needs to be changed?
switch (realObj->GetType())
switch (realObj->GetObjectType())
{
case OBJECT_TYPE::OBJECT_TYPE_GENERIC:
PlayerVObject(*player,*realObj, kineticEnergyLoss);

View File

@ -32,14 +32,15 @@ namespace GameLogic
~PlayerData();
void Move(const PLAYER_MOVEMENT &movement) override;
void Rotate(const Oyster::Math3D::Float3 lookDir) override;
void UseWeapon(const WEAPON_FIRE &usage) override;
int GetTeamID() const override;
PLAYER_STATE GetState() const override;
Oyster::Math::Float3 GetPosition() override;
Oyster::Math::Float4x4 GetOrientation() override;
int GetID() const override;
OBJECT_TYPE GetType() const override;
OBJECT_TYPE GetObjectType() const override;
void Rotate(const Oyster::Math3D::Float3 lookDir) override;
Player *player;
};
@ -51,9 +52,8 @@ namespace GameLogic
Oyster::Math::Float3 GetPosition() override;
Oyster::Math::Float4x4 GetOrientation() override;
int GetID() const override;
OBJECT_TYPE GetType() const override;
IObjectData* GetObjectAt( int ID ) const override;
OBJECT_TYPE GetObjectType() const override;
IObjectData* GetObjectAt(int ID) const override;
Level *level;
};

View File

@ -13,6 +13,7 @@
#include "GameLogicStates.h"
#include <OysterMath.h>
namespace GameLogic
{
class IObjectData;
@ -61,7 +62,7 @@ namespace GameLogic
/** Get the type of the object
* @return The OBJECT_TYPE of the object is returned
*/
virtual OBJECT_TYPE GetType() const = 0;
virtual OBJECT_TYPE GetObjectType() const = 0;
};
class IPlayerData :public IObjectData
@ -78,7 +79,7 @@ namespace GameLogic
* @param x: The relative x axis
* @param y: The relative y axis
**/
virtual void Rotate(const const Oyster::Math3D::Float3 lookDir) = 0;
virtual void Rotate(const Oyster::Math3D::Float3 lookDir) = 0;
/********************************************************
* Uses the chosen players weapon based on input
@ -99,8 +100,7 @@ namespace GameLogic
class ILevelData :public IObjectData
{
public:
virtual IObjectData* GetObjectAt( int ID) const = 0;
virtual IObjectData* GetObjectAt(int ID) const = 0;
};
class DANBIAS_GAMELOGIC_DLL GameAPI

View File

@ -30,9 +30,9 @@ int Game::LevelData::GetID() const
{
return ((IObjectData*)this->level)->GetID();
}
OBJECT_TYPE Game::LevelData::GetType() const
OBJECT_TYPE Game::LevelData::GetObjectType() const
{
return ((IObjectData*)this->level)->GetType();
return ((IObjectData*)this->level)->GetObjectType();
//return OBJECT_TYPE_UNKNOWN;
}

View File

@ -55,9 +55,9 @@ int Game::PlayerData::GetTeamID() const
return this->player->GetTeamID();
}
OBJECT_TYPE Game::PlayerData::GetType() const
OBJECT_TYPE Game::PlayerData::GetObjectType() const
{
return this->player->GetType();
return this->player->GetObjectType();
}
void Game::PlayerData::Rotate(const Oyster::Math3D::Float3 lookDir)
{

View File

@ -101,7 +101,7 @@ Object::~Object(void)
}
OBJECT_TYPE Object::GetType() const
OBJECT_TYPE Object::GetObjectType() const
{
return this->type;
}

View File

@ -26,7 +26,7 @@ namespace GameLogic
~Object(void);
// API overrides
OBJECT_TYPE GetType() const;
OBJECT_TYPE GetObjectType() const;
int GetID() const;
Oyster::Math::Float3 GetPosition();
Oyster::Math::Float4x4 GetOrientation();

View File

@ -155,7 +155,6 @@
</ItemDefinitionGroup>
<ItemGroup>
<ClInclude Include="GeneralProtocols.h" />
<ClInclude Include="GameplayProtocols.h" />
<ClInclude Include="Protocols.h" />
<ClInclude Include="LobbyProtocols.h" />
<ClInclude Include="ObjectProtocols.h" />

View File

@ -1,13 +0,0 @@
#ifndef GAMEPROTOCOLS_GAMEPLAYPROTOCOLS_H
#define GAMEPROTOCOLS_GAMEPLAYPROTOCOLS_H
#include <vector>
#include <CustomNetProtocol.h>
#include "ProtocolIdentificationID.h"
namespace GameLogic
{
}
#endif // !GAMEPROTOCOLS_GAMEPLAYPROTOCOLS_H

View File

@ -45,14 +45,18 @@ namespace GameLogic
struct Protocol_LobbyStartGame :public Oyster::Network::CustomProtocolObject
{
char gameId;
short gameId;
Protocol_LobbyStartGame()
{
this->protocol[protocol_INDEX_ID].value = protocol_Lobby_Start;
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Char;
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
}
Protocol_LobbyStartGame(Oyster::Network::CustomNetProtocol& o)
{
gameId = o[1].value.netInt;
}
Oyster::Network::CustomNetProtocol* GetProtocol() override
{
@ -73,6 +77,10 @@ namespace GameLogic
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
}
Protocol_LobbyLogin(Oyster::Network::CustomNetProtocol& p)
{
}
Oyster::Network::CustomNetProtocol* GetProtocol() override
{
@ -116,6 +124,10 @@ namespace GameLogic
{
this->protocol[protocol_INDEX_ID].value = protocol_Lobby_Login;
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
}
Protocol_LobbyRefresh(Oyster::Network::CustomNetProtocol& o)
{
}
Oyster::Network::CustomNetProtocol* GetProtocol() override
{ return &protocol; }
@ -144,6 +156,13 @@ namespace GameLogic
list.Reserve(10);
}
Protocol_LobbyGameData(Oyster::Network::CustomNetProtocol& p)
{
this->protocol[protocol_INDEX_ID].value = protocol_Lobby_GameData;
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
list.Reserve(10);
}
Oyster::Network::CustomNetProtocol* GetProtocol() override
{
int a = 1;
@ -174,6 +193,10 @@ namespace GameLogic
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
}
Protocol_LobbyMainData(Oyster::Network::CustomNetProtocol& p)
{
}
Oyster::Network::CustomNetProtocol* GetProtocol() override
{

View File

@ -21,6 +21,10 @@ namespace GameLogic
object_ID = -1;
pickup_ID = -1;
}
Protocol_ObjectPickup(Oyster::Network::CustomNetProtocol& p)
{
}
Protocol_ObjectPickup(int objectID, short pickupID)
{
@ -60,6 +64,10 @@ namespace GameLogic
object_ID = -1;
health = 0.0f;
}
Protocol_ObjectDamage(Oyster::Network::CustomNetProtocol& p)
{
}
Protocol_ObjectDamage(int id, float hp)
{
@ -100,6 +108,10 @@ namespace GameLogic
}
object_ID = -1;
memset(&worldMatrix[0], 0, sizeof(float) * 16);
}
Protocol_ObjectPosition(Oyster::Network::CustomNetProtocol& p)
{
}
Protocol_ObjectPosition(float m[16], int id)
{
@ -148,6 +160,10 @@ namespace GameLogic
}
object_ID = -1;
memset(&worldMatrix[0], 0, sizeof(float) * 16);
}
Protocol_ObjectEnable(Oyster::Network::CustomNetProtocol& p)
{
}
Protocol_ObjectEnable(float m[16], int id)
{
@ -188,6 +204,10 @@ namespace GameLogic
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
}
Protocol_ObjectDisable(Oyster::Network::CustomNetProtocol& p)
{
}
Protocol_ObjectDisable(int id, float time)
{
@ -229,6 +249,10 @@ namespace GameLogic
{
this->protocol[i].type = Oyster::Network::NetAttributeType_Float;
}
}
Protocol_ObjectCreate(Oyster::Network::CustomNetProtocol& p)
{
}
Protocol_ObjectCreate(float m[16], int id, char *path)
{

View File

@ -32,6 +32,10 @@ namespace GameLogic
this->protocol[2].type = Oyster::Network::NetAttributeType_Bool;
this->protocol[3].type = Oyster::Network::NetAttributeType_Bool;
this->protocol[4].type = Oyster::Network::NetAttributeType_Bool;
}
Protocol_PlayerMovement(Oyster::Network::CustomNetProtocol& p)
{
}
const Protocol_PlayerMovement& operator=(Oyster::Network::CustomNetProtocol& val)
{
@ -72,6 +76,10 @@ namespace GameLogic
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
}
Protocol_PlayerLook(Oyster::Network::CustomNetProtocol& p)
{
}
const Protocol_PlayerLook& operator=(Oyster::Network::CustomNetProtocol& val)
{
@ -108,6 +116,10 @@ namespace GameLogic
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
}
Protocol_PlayerChangeWeapon(Oyster::Network::CustomNetProtocol& p)
{
}
const Protocol_PlayerChangeWeapon& operator=(Oyster::Network::CustomNetProtocol& val)
{
@ -132,6 +144,10 @@ namespace GameLogic
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Bool;
}
Protocol_PlayerShot(Oyster::Network::CustomNetProtocol& p)
{
}
const Protocol_PlayerShot& operator=(Oyster::Network::CustomNetProtocol& val)
{
@ -158,6 +174,10 @@ namespace GameLogic
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Bool;
}
Protocol_PlayerJump(Oyster::Network::CustomNetProtocol& p)
{
}
const Protocol_PlayerJump& operator=(Oyster::Network::CustomNetProtocol& val)
{

View File

@ -5,6 +5,5 @@
#include "PlayerProtocols.h"
#include "LobbyProtocols.h"
#include "GeneralProtocols.h"
#include "GameplayProtocols.h"
#endif // !GAMEPROTOCOLS_GAMEPROTOCOLS_H

View File

@ -0,0 +1,36 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#ifndef DANBIASSERVER_CLIENT_OBJECT_H
#define DANBIASSERVER_CLIENT_OBJECT_H
#include <NetworkClient.h>
#include <PostBox\PostBox.h>
#include <GameAPI.h>
#include <Utilities.h>
namespace DanBias
{
/**
* Container to keep logic player and network client together as a unit.
*/
class GameClient
{
public:
GameClient(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client, GameLogic::IPlayerData* player);
virtual~GameClient();
GameLogic::IPlayerData* GetPlayer();
GameLogic::IPlayerData* ReleasePlayer();
Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> GetClient();
Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> ReleaseClient();
int GetID() const;
private:
GameLogic::IPlayerData* player;
Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client;
int id;
};
}//End namespace DanBias
#endif // !DANBIASSERVER_CLIENT_OBJECT_H

View File

@ -0,0 +1,48 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#ifndef DANBIASSERVER_MAINLOBBY_H
#define DANBIASSERVER_MAINLOBBY_H
#include <NetworkSession.h>
#include <Protocols.h>
#include <PostBox\IPostBox.h>
#include <WinTimer.h>
#include "GameSession.h"
namespace DanBias
{
class GameLobby :public Oyster::Network::NetworkSession
{
public:
GameLobby();
virtual~GameLobby();
void Release();
void Update();
operator bool();
private:
void ParseProtocol(Oyster::Network::CustomNetProtocol& p, Oyster::Network::NetworkClient* c);
void GeneralStatus(GameLogic::Protocol_General_Status& p, Oyster::Network::NetworkClient* c); //id = protocol_General_Status:
void GeneralText(GameLogic::Protocol_General_Text& p, Oyster::Network::NetworkClient* c); //id = protocol_General_Text:
void LobbyCreateGame(GameLogic::Protocol_LobbyCreateGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Create:
void LobbyStartGame(GameLogic::Protocol_LobbyStartGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Start:
void LobbyJoin(GameLogic::Protocol_LobbyJoin& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Join:
void LobbyLogin(GameLogic::Protocol_LobbyLogin& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Login:
void LobbyRefresh(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Refresh:
void LobbyMainData(GameLogic::Protocol_LobbyMainData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_MainData:
void LobbyGameData(GameLogic::Protocol_LobbyGameData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_GameData:
private:
void ClientEventCallback(Oyster::Network::NetEvent<Oyster::Network::NetworkClient*, Oyster::Network::NetworkClient::ClientEventArgs> e) override;
void ClientConnectedEvent(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client) override;
private:
Utility::WinTimer timer;
float refreshFrequency;
GameSession* gameSession;
};
}//End namespace DanBias
#endif // !DANBIASGAME_GAMELOBBY_H

View File

@ -19,9 +19,10 @@
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{52380DAA-0F4A-4D97-8E57-98DF39319CAF}</ProjectGuid>
<ProjectGuid>{143BD516-20A1-4890-A3E4-F8BFD02220E7}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>DanBiasServer</RootNamespace>
<RootNamespace>GameServer</RootNamespace>
<ProjectName>GameServer</ProjectName>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
@ -73,32 +74,32 @@
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Game\GameLogic\;$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)OysterMath\;$(SolutionDir)GamePhysics\;$(SolutionDir)Misc\;$(SolutionDir)WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)OysterPhysics3D\;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir);$(SolutionDir)..\External\Lib\WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Game\GameLogic\;$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)OysterMath\;$(SolutionDir)GamePhysics\;$(SolutionDir)Misc\;$(SolutionDir)WindowManager\;$(SolutionDir)OysterPhysics3D\;$(SolutionDir)Game\ServerDependencies;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir);$(SolutionDir)..\External\Lib\WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(SolutionDir)..\External\Lib\ServerDependencies\;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental>
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Game\GameLogic\;$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)OysterMath\;$(SolutionDir)GamePhysics\;$(SolutionDir)Misc\;$(SolutionDir)WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)OysterPhysics3D\;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir);$(SolutionDir)..\External\Lib\WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Game\GameLogic\;$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)OysterMath\;$(SolutionDir)GamePhysics\;$(SolutionDir)Misc\;$(SolutionDir)WindowManager\;$(SolutionDir)OysterPhysics3D\;$(SolutionDir)Game\ServerDependencies;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir);$(SolutionDir)..\External\Lib\WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(SolutionDir)..\External\Lib\ServerDependencies\;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental>
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Game\GameLogic\;$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)OysterMath\;$(SolutionDir)GamePhysics\;$(SolutionDir)Misc\;$(SolutionDir)WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)OysterPhysics3D\;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir);$(SolutionDir)..\External\Lib\WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Game\GameLogic\;$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)OysterMath\;$(SolutionDir)GamePhysics\;$(SolutionDir)Misc\;$(SolutionDir)WindowManager\;$(SolutionDir)OysterPhysics3D\;$(SolutionDir)Game\ServerDependencies;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir);$(SolutionDir)..\External\Lib\WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(SolutionDir)..\External\Lib\ServerDependencies\;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LinkIncremental>false</LinkIncremental>
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Game\GameLogic\;$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)OysterMath\;$(SolutionDir)GamePhysics\;$(SolutionDir)Misc\;$(SolutionDir)WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)OysterPhysics3D\;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir);$(SolutionDir)..\External\Lib\WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Game\GameLogic\;$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)OysterMath\;$(SolutionDir)GamePhysics\;$(SolutionDir)Misc\;$(SolutionDir)WindowManager\;$(SolutionDir)OysterPhysics3D\;$(SolutionDir)Game\ServerDependencies;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir);$(SolutionDir)..\External\Lib\WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(SolutionDir)..\External\Lib\ServerDependencies\;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
@ -173,39 +174,24 @@
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="AdminInterface\AdminInterface.cpp" />
<ClCompile Include="GameSession\GameSessionManager.cpp" />
<ClCompile Include="DanBiasServerAPI.cpp" />
<ClCompile Include="DLLMain.cpp" />
<ClCompile Include="GameServer.cpp" />
<ClCompile Include="GameSession\GameClient.cpp" />
<ClCompile Include="GameSession\GameSession_Events.cpp" />
<ClCompile Include="GameSession\GameSession_General.cpp" />
<ClCompile Include="GameSession\GameSession_Network.cpp" />
<ClCompile Include="LobbySessions\INetworkSession.cpp" />
<ClCompile Include="LobbySessions\LobbyClient.cpp" />
<ClCompile Include="LobbySessions\GameLobby.cpp" />
<ClCompile Include="GameSession\GameSession_Logic.cpp" />
<ClCompile Include="LobbySessions\LobbyGeneralProtocolParser.cpp" />
<ClCompile Include="LobbySessions\LobbyProtocolParser.cpp" />
<ClCompile Include="LobbySessions\MainLobby.cpp" />
<ClCompile Include="LobbySessions\NetworkSession.cpp" />
<ClCompile Include="Implementation\DLLMain.cpp" />
<ClCompile Include="Implementation\GameClient.cpp" />
<ClCompile Include="Implementation\GameLobby.cpp" />
<ClCompile Include="Implementation\GameServer.cpp" />
<ClCompile Include="Implementation\GameSession_General.cpp" />
<ClCompile Include="Implementation\GameSession_Gameplay.cpp" />
<ClCompile Include="Implementation\GameLobby_ProtocolParser.cpp">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">false</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</ExcludedFromBuild>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="AdminInterface\AdminInterface.h" />
<ClInclude Include="Event\EventManager.h" />
<ClInclude Include="GameServer.h" />
<ClInclude Include="GameSession\GameSessionManager.h" />
<ClInclude Include="DanBiasServerAPI.h" />
<ClInclude Include="Helpers\MapManager.h" />
<ClInclude Include="Helpers\ServerDataReader.h" />
<ClInclude Include="GameSession\GameClient.h" />
<ClInclude Include="GameSession\GameSession.h" />
<ClInclude Include="LobbySessions\INetworkSession.h" />
<ClInclude Include="LobbySessions\LobbyClient.h" />
<ClInclude Include="LobbySessions\GameLobby.h" />
<ClInclude Include="LobbySessions\MainLobby.h" />
<ClInclude Include="LobbySessions\NetworkSession.h" />
<ClInclude Include="GameClient.h" />
<ClInclude Include="GameLobby.h" />
<ClInclude Include="GameServerAPI.h" />
<ClInclude Include="GameSession.h" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\Misc\Misc.vcxproj">

View File

@ -20,16 +20,26 @@ namespace DanBias
{
DanBiasServerReturn_Error,
DanBiasServerReturn_Sucess,
DanBiasServerReturn_GameNotCreated,
};
extern "C"
{
class DANBIAS_SERVER_DLL DanBiasServerAPI
class DANBIAS_SERVER_DLL GameServerAPI
{
public:
static DanBiasServerReturn Initiate();
static DanBiasServerReturn Run();
static DanBiasServerReturn Release();
struct GameInitDesc
{
int listenPort;
bool threaded;
};
public:
static DanBiasServerReturn Create(const GameInitDesc& desc);
static void Start();
static void Stop();
static void Terminate();
};//End class DanBiasServer
}//End Extern "C"
} //End namspace DanBias

View File

@ -0,0 +1,103 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#ifndef DANBIASSERVER_GAME_SESSION_H
#define DANBIASSERVER_GAME_SESSION_H
//warning C4150: deletion of pointer to incomplete type, no destructor called, because of forward decleration and the use of smartpointer.
#pragma warning(disable: 4150)
#include "GameClient.h"
#include <WinTimer.h>
#include <PostBox\IPostBox.h>
#include <Thread\OysterThread.h>
#include <GameAPI.h>
#include <Queue.h>
#include <NetworkSession.h>
#include <DynamicArray.h>
#include <Protocols.h>
namespace DanBias
{
class GameSession : public Oyster::Network::NetworkSession
, public Oyster::Thread::IThreadObject
{
public:
/**
* A container to use when initiating a new session
*/
struct GameDescription
{
std::wstring mapName;
Oyster::Network::NetworkSession* owner;
Utility::DynamicMemory::DynamicArray<Oyster::Network::NetClient> clients;
};
public:
GameSession();
virtual~GameSession();
/** Initiates and creates a game session. */
bool Create(GameDescription& desc);
/** Runs the game session (ie starts the game loop). */
void Run();
/** Join an existing/running game session
* @param client The client to attach to the session
*/
bool Attach(Oyster::Network::NetClient client) override;
inline bool IsCreated() const { return this->isCreated; }
inline bool IsRunning() const { return this->isRunning; }
//Private member functions
private:
// TODO: find out what this method does..
void ClientEventCallback(Oyster::Network::NetEvent<Oyster::Network::NetworkClient*, Oyster::Network::NetworkClient::ClientEventArgs> e) override;
//Sends a client to the owner, if obj is NULL then all clients is sent
void SendToOwner(DanBias::GameClient* obj);
//Frame function, derived from IThreadObject
bool DoWork ( ) override;
private:
void ParseProtocol (Oyster::Network::CustomNetProtocol& p, DanBias::GameClient* c);
void Gameplay_PlayerMovement ( GameLogic::Protocol_PlayerMovement& p, DanBias::GameClient* c );
void Gameplay_PlayerLookDir ( GameLogic::Protocol_PlayerLook& p, DanBias::GameClient* c );
void Gameplay_PlayerChangeWeapon ( GameLogic::Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c );
void Gameplay_PlayerShot ( GameLogic::Protocol_PlayerShot& p, DanBias::GameClient* c );
void Gameplay_PlayerJump ( GameLogic::Protocol_PlayerJump& p, DanBias::GameClient* c );
void Gameplay_ObjectPickup ( GameLogic::Protocol_ObjectPickup& p, DanBias::GameClient* c );
void Gameplay_ObjectDamage ( GameLogic::Protocol_ObjectDamage& p, DanBias::GameClient* c );
void Gameplay_ObjectPosition ( GameLogic::Protocol_ObjectPosition& p, DanBias::GameClient* c );
void Gameplay_ObjectEnabled ( GameLogic::Protocol_ObjectEnable& p, DanBias::GameClient* c );
void Gameplay_ObjectDisabled ( GameLogic::Protocol_ObjectDisable& p, DanBias::GameClient* c );
void Gameplay_ObjectCreate ( GameLogic::Protocol_ObjectCreate& p, DanBias::GameClient* c );
void General_Status ( GameLogic::Protocol_General_Status& p, DanBias::GameClient* c );
void General_Text ( GameLogic::Protocol_General_Text& p, DanBias::GameClient* c );
//Private member variables
private:
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<GameClient>> clients;
Oyster::Thread::OysterThread worker;
GameLogic::GameAPI& gameInstance;
GameLogic::ILevelData *levelData;
NetworkSession* owner;
bool isCreated;
bool isRunning;
Utility::WinTimer timer;
//Callback method recieving from gamelogic
static void ObjectMove(GameLogic::IObjectData* movedObject);
};//End GameSession
}//End namespace DanBias
#endif // !DANBIASSERVER_GAME_SESSION_H

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@ -0,0 +1,52 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "..\GameClient.h"
#include <NetworkSession.h>
#include <Protocols.h>
using namespace Utility::DynamicMemory;
using namespace Oyster::Network;
using namespace DanBias;
using namespace GameLogic;
static int gameClientIDCount = 1;
GameClient::GameClient(SmartPointer<NetworkClient> client, GameLogic::IPlayerData* player)
{
this->client = client;
this->id = gameClientIDCount++;
this->player = player;
}
GameClient::~GameClient()
{
this->client->Disconnect();
this->player = 0;
this->id = -1;
}
GameLogic::IPlayerData* GameClient::GetPlayer()
{
return this->player;
}
GameLogic::IPlayerData* GameClient::ReleasePlayer()
{
GameLogic::IPlayerData *temp = this->player;
this->player = 0;
return temp;
}
SmartPointer<Oyster::Network::NetworkClient> GameClient::GetClient()
{
return this->client;
}
SmartPointer<Oyster::Network::NetworkClient> GameClient::ReleaseClient()
{
SmartPointer<Oyster::Network::NetworkClient> temp = this->client;
this->client = 0;
return temp;
}
int GameClient::GetID() const
{
return this->id;
}

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@ -0,0 +1,62 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "..\GameLobby.h"
#include <PlayerProtocols.h>
#include <PostBox\PostBox.h>
#include <Protocols.h>
using namespace Utility::DynamicMemory;
using namespace Oyster::Network;
using namespace Oyster;
namespace DanBias
{
GameLobby::GameLobby()
{ }
GameLobby::~GameLobby()
{ }
void GameLobby::Release()
{
NetworkSession::CloseSession(true);
}
void GameLobby::Update()
{
if(GetAsyncKeyState(VK_DOWN))
this->Send(*GameLogic::Protocol_General_Status().GetProtocol());
this->ProcessClients();
}
GameLobby::operator bool()
{
return true;
}
void GameLobby::ClientEventCallback(NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e)
{
switch (e.args.type)
{
case NetworkClient::ClientEventArgs::EventType_Disconnect:
break;
case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToRecieve:
break;
case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend:
printf("\t(%i : %s) - EventType_ProtocolFailedToSend\n", e.sender->GetID(), e.sender->GetIpAddress().c_str());
e.sender->Disconnect();
break;
case NetworkClient::ClientEventArgs::EventType_ProtocolRecieved:
printf("\t(%i : %s) - EventType_ProtocolRecieved\n", e.sender->GetID(), e.sender->GetIpAddress().c_str());
this->ParseProtocol(e.args.data.protocol, e.sender);
break;
}
}
void GameLobby::ClientConnectedEvent(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client)
{
printf("New client(%i) connected - %s \n", client->GetID(), client->GetIpAddress().c_str());
Attach(client);
}
}//End namespace DanBias

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@ -0,0 +1,93 @@
#include "..\GameLobby.h"
using namespace DanBias;
using namespace GameLogic;
using namespace Oyster::Network;
void GameLobby::ParseProtocol(Oyster::Network::CustomNetProtocol& p, NetworkClient* c)
{
switch (p[0].value.netShort)
{
case protocol_General_Status: this->GeneralStatus (Protocol_General_Status (p), c);
break;
case protocol_General_Text: this->GeneralText (Protocol_General_Text (p), c);
break;
case protocol_Lobby_Create: this->LobbyCreateGame (Protocol_LobbyCreateGame (p), c);
break;
case protocol_Lobby_Start: this->LobbyStartGame (Protocol_LobbyStartGame (p), c);
break;
case protocol_Lobby_Join: this->LobbyJoin (Protocol_LobbyJoin (p), c);
break;
case protocol_Lobby_Login: this->LobbyLogin (Protocol_LobbyLogin (p), c);
break;
case protocol_Lobby_Refresh: this->LobbyRefresh (Protocol_LobbyRefresh (p), c);
break;
case protocol_Lobby_MainData: this->LobbyMainData (Protocol_LobbyMainData (p), c);
break;
case protocol_Lobby_GameData: this->LobbyGameData (Protocol_LobbyGameData (p), c);
break;
}
}
void GameLobby::GeneralStatus(GameLogic::Protocol_General_Status& p, Oyster::Network::NetworkClient* c)
{
switch (p.status)
{
case Protocol_General_Status::States_ready:
{
}
case Protocol_General_Status::States_idle:
{
}
case Protocol_General_Status::States_leave:
case Protocol_General_Status::States_disconected:
{
Detach(c)->Disconnect();
}
}
}
void GameLobby::GeneralText(GameLogic::Protocol_General_Text& p, Oyster::Network::NetworkClient* c)
{
printf(p.text.c_str());
}
void GameLobby::LobbyCreateGame(GameLogic::Protocol_LobbyCreateGame& p, Oyster::Network::NetworkClient* c)
{
}
void GameLobby::LobbyStartGame(GameLogic::Protocol_LobbyStartGame& p, Oyster::Network::NetworkClient* c)
{
}
void GameLobby::LobbyJoin(GameLogic::Protocol_LobbyJoin& p, Oyster::Network::NetworkClient* c)
{
//for (unsigned int i = 0; i < this->gameLobby.Size(); i++)
//{
// if (this->gameLobby[i]->GetID() == p.value)
// {
// this->gameLobby[i]->Attach(Detach(c));
// return;
// }
//}
}
void GameLobby::LobbyLogin(GameLogic::Protocol_LobbyLogin& p, Oyster::Network::NetworkClient* c)
{
}
void GameLobby::LobbyRefresh(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c)
{
//Dont need to handle this on the server...
}
void GameLobby::LobbyMainData(GameLogic::Protocol_LobbyMainData& p, Oyster::Network::NetworkClient* c)
{
}
void GameLobby::LobbyGameData(GameLogic::Protocol_LobbyGameData& p, Oyster::Network::NetworkClient* c)
{
}

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@ -0,0 +1,94 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#define NOMINMAX
#include <Windows.h>
#include <iostream>
#include <vld.h>
#include "..\GameServerAPI.h"
#include "..\GameLobby.h"
#include "..\GameSession.h"
#include <NetworkServer.h>
#include <NetworkClient.h>
#include <WindowShell.h>
#include <Utilities.h>
#include <WinTimer.h>
#include <Thread\OysterThread.h>
using namespace DanBias;
using namespace Oyster::Network;
using namespace Oyster::Thread;
using namespace Utility;
namespace
{
GameLobby lobby;
NetworkServer server;
WinTimer timer;
GameServerAPI instance;
//typedef void(*WorkerThreadFnc)(GameServerAPI*);
}
DanBiasServerReturn GameServerAPI::Create(const GameInitDesc& desc)
{
if(server.Init(desc.listenPort, &lobby) == NetworkServer::ServerReturnCode_Error)
{
return DanBiasServerReturn_Error;
}
std::printf("Server created!\t-\t%s: [%i]\n\n", server.GetLanAddress().c_str(), desc.listenPort);
return DanBiasServerReturn_Sucess;
}
void GameServerAPI::Start()
{
server.Start();
timer.reset();
while (true)
{
server.ProcessConnectedClients();
lobby.Update();
if(GetAsyncKeyState(0x51)) //Q for exit
break;
}
double total = timer.getElapsedSeconds();
int time = (int)total;
int hour, min, sec;
hour=time / 3600;
time=time % 3600;
min=time / 60;
time=time % 60;
sec = time;
printf( "Server has been running for: %i:%i:%i - [hh:mm:ss] \n\n", hour, min, sec );
printf( "Terminating in : ");
for (int i = 0; i < 4; i++)
{
printf( "%i ", 3-i );
Sleep(1000);
}
}
void GameServerAPI::Stop()
{
server.Stop();
lobby.ProcessClients();
}
void GameServerAPI::Terminate()
{
lobby.Release();
server.Shutdown();
printf( "Server terminated!" );
}

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@ -0,0 +1,192 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "..\GameSession.h"
#include "..\GameClient.h"
#include <Protocols.h>
#include <PostBox\PostBox.h>
#include <GameLogicStates.h>
#include <OysterMath.h>
#define NOMINMAX
#include <Windows.h>
#define DELTA_TIME_20 0.05f
#define DELTA_TIME_24 0.04166666666666666666666666666667f
#define DELTA_TIME_30 0.03333333333333333333333333333333f
#define DELTA_TIME_60 0.01666666666666666666666666666667f
#define DELTA_TIME_120 0.00833333333333333333333333333333f
using namespace Utility::DynamicMemory;
using namespace Oyster;
using namespace Oyster::Network;
using namespace Oyster::Thread;
using namespace GameLogic;
namespace DanBias
{
bool GameSession::DoWork( )
{
if(this->isRunning)
{
double dt = this->timer.getElapsedSeconds();
gameInstance.SetFrameTimeLength((float)dt);
if(dt >= DELTA_TIME_20)
{
this->ProcessClients();
this->gameInstance.NewFrame();
this->timer.reset();
}
}
return this->isRunning;
}
void GameSession::ClientEventCallback(NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e)
{
}
void GameSession::ObjectMove(GameLogic::IObjectData* movedObject)
{
//GameLogic::IObjectData* obj = NULL;
//if(dynamic_cast<GameLogic::ILevelData*>(movedObject))
// obj =((GameLogic::ILevelData*)movedObject)->GetObjectAt(0);
//if(obj)
//{
// if(obj->GetType() == OBJECT_TYPE_BOX)
// {
// obj->GetID();
// Oyster::Math::Float4x4 world =obj->GetOrientation();
// Protocol_ObjectPosition p(world, 1);
// GameSession::gameSession->Send(p.GetProtocol());
// }
//}
}
//*****************************************************//
//****************** Protocol methods *****************//
//******************************************************************************************************************//
void GameSession::ParseProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::GameClient* c)
{
switch (p[protocol_INDEX_ID].value.netShort)
{
case protocol_Gameplay_PlayerMovement: this->Gameplay_PlayerMovement ( Protocol_PlayerMovement (p), c );
break;
case protocol_Gameplay_PlayerLookDir: this->Gameplay_PlayerLookDir ( Protocol_PlayerLook (p), c );
break;
case protocol_Gameplay_PlayerChangeWeapon: this->Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon (p), c );
break;
case protocol_Gameplay_PlayerShot: this->Gameplay_PlayerShot ( Protocol_PlayerShot (p), c );
break;
case protocol_Gameplay_PlayerJump: this->Gameplay_PlayerJump ( Protocol_PlayerJump (p), c );
break;
case protocol_Gameplay_ObjectPickup: this->Gameplay_ObjectPickup ( Protocol_ObjectPickup (p), c );
break;
case protocol_Gameplay_ObjectDamage: this->Gameplay_ObjectDamage ( Protocol_ObjectDamage (p), c );
break;
case protocol_Gameplay_ObjectPosition: this->Gameplay_ObjectPosition ( Protocol_ObjectPosition (p), c );
break;
case protocol_Gameplay_ObjectEnabled: this->Gameplay_ObjectEnabled ( Protocol_ObjectEnable (p), c );
break;
case protocol_Gameplay_ObjectDisabled: this->Gameplay_ObjectDisabled ( Protocol_ObjectDisable (p), c );
break;
case protocol_Gameplay_ObjectCreate: this->Gameplay_ObjectCreate ( Protocol_ObjectCreate (p), c );
break;
case protocol_General_Status: this->General_Status ( Protocol_General_Status (p), c );
break;
case protocol_General_Text: this->General_Text ( Protocol_General_Text (p), c );
break;
}
}
void GameSession::Gameplay_PlayerMovement ( Protocol_PlayerMovement& p, DanBias::GameClient* c )
{
if(p.bForward) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_FORWARD);
if(p.bBackward) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_BACKWARD);
if(p.bLeft) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_LEFT);
if(p.bRight) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_RIGHT);
}
void GameSession::Gameplay_PlayerLookDir ( Protocol_PlayerLook& p, DanBias::GameClient* c )
{
Oyster::Math3D::Float3 lookDir;
lookDir.x = p.lookDirX;
lookDir.y = p.lookDirY;
lookDir.z = p.lookDirZ;
c->GetPlayer()->Rotate(lookDir);
}
void GameSession::Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c )
{
}
void GameSession::Gameplay_PlayerShot ( Protocol_PlayerShot& p, DanBias::GameClient* c )
{
c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_PRIMARY_PRESS);
}
void GameSession::Gameplay_PlayerJump ( Protocol_PlayerJump& p, DanBias::GameClient* c )
{
if(p.hasJumped) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_JUMP);
}
void GameSession::Gameplay_ObjectPickup ( Protocol_ObjectPickup& p, DanBias::GameClient* c )
{
}
void GameSession::Gameplay_ObjectDamage ( Protocol_ObjectDamage& p, DanBias::GameClient* c )
{
}
void GameSession::Gameplay_ObjectPosition ( Protocol_ObjectPosition& p, DanBias::GameClient* c )
{
}
void GameSession::Gameplay_ObjectEnabled ( Protocol_ObjectEnable& p, DanBias::GameClient* c )
{
}
void GameSession::Gameplay_ObjectDisabled ( Protocol_ObjectDisable& p, DanBias::GameClient* c )
{
}
void GameSession::Gameplay_ObjectCreate ( Protocol_ObjectCreate& p, DanBias::GameClient* c )
{
}
void GameSession::General_Status ( Protocol_General_Status& p, DanBias::GameClient* c )
{
switch (p.status)
{
case GameLogic::Protocol_General_Status::States_disconected:
printf("Client with ID [%i] dissconnected\n", c->GetClient()->GetID());
this->Detach(c->GetClient()->GetID());
break;
case GameLogic::Protocol_General_Status::States_idle:
break;
case GameLogic::Protocol_General_Status::States_ready:
break;
case GameLogic::Protocol_General_Status::States_leave:
break;
}
}
void GameSession::General_Text ( Protocol_General_Text& p, DanBias::GameClient* c )
{
printf("Message recieved from (%i):\t %s\n", c->GetID(), p.text.c_str());
}
}//End namespace DanBias

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@ -1,13 +1,13 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "GameSession.h"
#include "GameClient.h"
#include "..\GameServer.h"
#include "..\GameSession.h"
#include "..\GameClient.h"
#include <Protocols.h>
#include <PostBox\PostBox.h>
#include <GameLogicStates.h>
#define NOMINMAX
#include <Windows.h>
@ -19,22 +19,22 @@ using namespace GameLogic;
namespace DanBias
{
GameSession* GameSession::gameSession = nullptr;
GameSession::GameSession()
:gameInstance(GameAPI::Instance())
{
this->owner = 0;
this->box = 0;
this->isCreated = false;
this->isRunning = false;
this->gameSession = this;
}
GameSession::~GameSession()
{
delete this->box;
this->box = 0;
this->worker.Terminate();
this->clients.Clear();
this->gameInstance;
this->owner = 0;
this->isCreated = false;
this->isRunning = false;
}
bool GameSession::Create(GameDescription& desc)
@ -47,7 +47,6 @@ namespace DanBias
/* standard initialization of some data */
this->clients.Resize(desc.clients.Size());
this->box = new PostBox<NetworkSession::NetEvent>();
this->owner = desc.owner;
/* Initiate the game instance */
@ -63,18 +62,13 @@ namespace DanBias
return false;
}
/* Create a callback object */
Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> c;
c.value.callbackPostBox = this->box;
c.callbackType = Oyster::Callback::CallbackType_PostBox;
/* Create the players in the game instance */
GameLogic::IPlayerData* p = 0;
for (unsigned int i = 0; i < desc.clients.Size(); i++)
{
if( (p = this->gameInstance.CreatePlayer()) )
{
this->clients[i] = new GameClient(desc.clients[i], p, c);
this->clients[i] = new GameClient(desc.clients[i], p);
}
else
{
@ -83,12 +77,12 @@ namespace DanBias
}
/* Create the worker thread */
if(this->worker.Create(this, true, true) != OYSTER_THREAD_ERROR_SUCCESS)
if(this->worker.Create(this, false) != OYSTER_THREAD_ERROR_SUCCESS)
return false;
this->worker.SetPriority(Oyster::Thread::OYSTER_THREAD_PRIORITY_3);
/* Set some gameinstance data options */
/* Set some game instance data options */
this->gameInstance.SetSubscription(GameLogic::GameEvent::ObjectEventFunctionType_OnMove, GameSession::ObjectMove);
this->isCreated = true;
@ -97,106 +91,39 @@ namespace DanBias
void GameSession::Run()
{
if(this->isRunning) return;
if(this->clients.Size() > 0)
{
this->worker.Start();
this->worker.SetPriority(OYSTER_THREAD_PRIORITY_1);
this->isRunning = true;
}
}
bool GameSession::Join(Utility::DynamicMemory::SmartPointer<LobbyClient> client)
bool GameSession::Attach(Utility::DynamicMemory::SmartPointer<NetworkClient> client)
{
if(!this->isCreated) return false;
Oyster::Callback::OysterCallback<void, DanBias::NetworkSession::NetEvent> c;
c.value.callbackPostBox = this->box;
c.callbackType = Oyster::Callback::CallbackType_PostBox;
client->SetOwner(this);
SmartPointer<GameClient> obj = new GameClient(client, this->gameInstance.CreatePlayer());
SmartPointer<GameClient> obj = new GameClient(client, this->gameInstance.CreatePlayer(), c);
InsertClient(obj);
return true;
}
void GameSession::CloseSession(bool dissconnectClients)
{
if(dissconnectClients)
{
for (unsigned int i = 0; i < this->clients.Size(); i++)
{
this->clients[i]->GetClient()->Disconnect();
}
}
else
{
this->SendToOwner(0); //Send all clients to the current owner
}
this->Clean();
}
void GameSession::InsertClient(SmartPointer<GameClient> obj)
{
for (unsigned int i = 0; i < clients.Size(); i++)
{
if(!clients[i])
{
clients[i] = obj;
return;
return true;
}
}
clients.Push(obj);
return true;
}
void GameSession::RemoveClient(DanBias::GameClient* obj)
{
for (unsigned int i = 0; i < clients.Size(); i++)
{
if(clients[i] && clients[i]->GetID() == obj->GetID())
{
clients[i] = 0;
return;
}
}
}
void GameSession::SendToOwner(DanBias::GameClient* obj)
{
DanBias::NetworkSession *s = GameServer::MainLobbyInstance();
if(this->owner) s = this->owner;
if(obj)
{
s->Attach(obj->ReleaseClient());
RemoveClient(obj);
}
else
{
for (unsigned int i = 0; i < this->clients.Size(); i++)
{
if(this->clients[i])
{
s->Attach(this->clients[i]->ReleaseClient());
RemoveClient(this->clients[i]);
}
}
}
}
void GameSession::Clean()
{
this->worker.Terminate();
this->clients.Clear();
delete this->box;
this->box = 0;
this->gameInstance;
this->owner = 0;
this->isCreated = false;
this->isRunning = false;
}
}//End namespace DanBias

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@ -4,18 +4,19 @@
#include <vld.h>
#include "DanBiasGame.h"
#include <DanBiasServerAPI.h>
#include <GameServerAPI.h>
#include <thread>
void ServerFnc()
{
if( DanBias::DanBiasServerAPI::Initiate() == DanBias::DanBiasServerReturn_Sucess)
DanBias::GameServerAPI::GameInitDesc desc;
desc.listenPort = 15151;
if( DanBias::GameServerAPI::Create(desc) == DanBias::DanBiasServerReturn_Sucess)
{
DanBias::DanBiasServerAPI::Run();
DanBias::DanBiasServerAPI::Release();
DanBias::GameServerAPI::Start();
DanBias::GameServerAPI::Terminate();
}
Sleep(100);
}
@ -29,6 +30,7 @@ void ClientFnc()
//gameDesc.IP = "193.11.184.31";
//gameDesc.IP = "194.47.150.56";
gameDesc.IP = "127.0.0.1";
//gameDesc.IP = "194.47.150.184";
if( DanBias::DanBiasGame::Initiate(gameDesc) == DanBias::DanBiasClientReturn_Sucess)
{

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@ -71,7 +71,7 @@
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<IncludePath>$(SolutionDir)..\External\Include\;C:\Program Files %28x86%29\Visual Leak Detector\include;C:\Users\Dennis\Desktop\Skola\DV1477 - Stort spelutvecklingsprojekt\DanBias\Code\Game\DanBiasServer;$(IncludePath)</IncludePath>
<IncludePath>$(SolutionDir)..\External\Include\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Game\GameServer;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
@ -79,7 +79,7 @@
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<IncludePath>$(SolutionDir)..\External\Include\;C:\Program Files %28x86%29\Visual Leak Detector\include;C:\Users\Dennis\Desktop\Skola\DV1477 - Stort spelutvecklingsprojekt\DanBias\Code\Game\DanBiasServer;$(IncludePath)</IncludePath>
<IncludePath>$(SolutionDir)..\External\Include\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Game\GameServer;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
@ -87,7 +87,7 @@
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>$(SolutionDir)..\External\Include\;C:\Program Files %28x86%29\Visual Leak Detector\include;C:\Users\Dennis\Desktop\Skola\DV1477 - Stort spelutvecklingsprojekt\DanBias\Code\Game\DanBiasServer;$(IncludePath)</IncludePath>
<IncludePath>$(SolutionDir)..\External\Include\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Game\GameServer;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
@ -95,7 +95,7 @@
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>$(SolutionDir)..\External\Include\;C:\Program Files %28x86%29\Visual Leak Detector\include;C:\Users\Dennis\Desktop\Skola\DV1477 - Stort spelutvecklingsprojekt\DanBias\Code\Game\DanBiasServer;$(IncludePath)</IncludePath>
<IncludePath>$(SolutionDir)..\External\Include\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Game\GameServer;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
@ -110,7 +110,7 @@
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<DelayLoadDLLs>DanBiasGame_$(PlatformShortName)D.dll;DanBiasServer_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<DelayLoadDLLs>DanBiasGame_$(PlatformShortName)D.dll;GameServer_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<AdditionalDependencies>DanBiasGame_$(PlatformShortName)D.lib;DanBiasServer_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
@ -126,7 +126,7 @@
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<DelayLoadDLLs>DanBiasGame_$(PlatformShortName)D.dll;DanBiasServer_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<DelayLoadDLLs>DanBiasGame_$(PlatformShortName)D.dll;GameServer_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<AdditionalDependencies>DanBiasGame_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
@ -146,7 +146,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<DelayLoadDLLs>DanBiasGame_$(PlatformShortName).dll;DanBiasServer_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<DelayLoadDLLs>DanBiasGame_$(PlatformShortName).dll;GameServer_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<AdditionalDependencies>DanBiasGame_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
@ -166,7 +166,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<DelayLoadDLLs>DanBiasGame_$(PlatformShortName).dll;DanBiasServer_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<DelayLoadDLLs>DanBiasGame_$(PlatformShortName).dll;GameServer_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<AdditionalDependencies>DanBiasGame_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
@ -177,8 +177,8 @@
<ProjectReference Include="..\DanBiasGame\DanBiasGame.vcxproj">
<Project>{2a1bc987-af42-4500-802d-89cd32fc1309}</Project>
</ProjectReference>
<ProjectReference Include="..\DanBiasServer\DanBiasServer.vcxproj">
<Project>{52380daa-0f4a-4d97-8e57-98df39319caf}</Project>
<ProjectReference Include="..\GameServer\GameServer.vcxproj">
<Project>{143bd516-20a1-4890-a3e4-f8bfd02220e7}</Project>
</ProjectReference>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />

View File

@ -4,6 +4,8 @@
#ifndef MISC_DYNAMIC_ARRAY_H
#define MISC_DYNAMIC_ARRAY_H
#include <assert.h>
namespace Utility
{
namespace DynamicMemory

View File

@ -72,8 +72,7 @@ namespace Oyster
//OYSTER_THREAD_ERROR Create(Oyster::Callback::CallbackFunction<bool, void>::FNC worker, bool start, bool detach = false);
OYSTER_THREAD_ERROR Start();
OYSTER_THREAD_ERROR Stop();
OYSTER_THREAD_ERROR Pause();
OYSTER_THREAD_ERROR Pause(int mSec);
OYSTER_THREAD_ERROR Stop(int msec);
OYSTER_THREAD_ERROR Resume();
OYSTER_THREAD_ERROR SetWorker(IThreadObject* worker = 0);
OYSTER_THREAD_ERROR SetWorker(ThreadFnc worker = 0);

View File

@ -118,15 +118,17 @@ using namespace Utility::DynamicMemory;
{
SmartPointer<RefData> data;
PrivateData(){}
PrivateData()
{
data = new RefData();
}
~PrivateData()
{
data.Release();
data = 0;
}
OYSTER_THREAD_ERROR Create(ThreadFunction fnc, OwnerContainer worker, bool start, bool detach)
{
if(data) return OYSTER_THREAD_ERROR_ThreadAlreadyCreated;
data = new RefData();
if(!data) data = new RefData();
return data->Create(fnc, worker, start, detach);
}
OYSTER_THREAD_ERROR Terminate()
@ -205,9 +207,8 @@ using namespace Utility::DynamicMemory;
OysterThread::OysterThread()
{
this->privateData = new PrivateData();
}
:privateData(0)
{ }
OysterThread::OysterThread(const OysterThread& original)
{
this->privateData = new PrivateData(*original.privateData);
@ -257,15 +258,11 @@ OYSTER_THREAD_ERROR OysterThread::Start()
return OYSTER_THREAD_ERROR_SUCCESS;
}
OYSTER_THREAD_ERROR OysterThread::Stop()
{
return this->Terminate();
}
OYSTER_THREAD_ERROR OysterThread::Pause()
{
this->privateData->data->threadData->state = OYSTER_THREAD_STATE_IDLE;
return OYSTER_THREAD_ERROR_SUCCESS;
}
OYSTER_THREAD_ERROR OysterThread::Pause(int msec)
OYSTER_THREAD_ERROR OysterThread::Stop(int msec)
{
this->privateData->data->threadData->msec = msec;
return OYSTER_THREAD_ERROR_SUCCESS;

View File

@ -10,6 +10,7 @@
/////////////////////////////////////////////
#include "IQueue.h"
#include <mutex>
namespace Utility
{
@ -20,6 +21,7 @@ namespace Utility
{
public:
ThreadSafeQueue<Type>();
ThreadSafeQueue<Type>(const ThreadSafeQueue<Type>& obj);
virtual ~ThreadSafeQueue<Type>();
virtual void Push( Type item );
@ -64,6 +66,12 @@ namespace Utility
}
template < typename Type >
ThreadSafeQueue<Type>::ThreadSafeQueue(const ThreadSafeQueue<Type>& obj)
{
}
template < typename Type >
ThreadSafeQueue<Type>::~ThreadSafeQueue()
{

View File

@ -7,6 +7,7 @@
#ifndef WINTIMER_H
#define WINTIMER_H
#define NOMINMAX
#include <Windows.h>
namespace Utility

View File

@ -4,36 +4,27 @@
#include "CustomNetProtocol.h"
#include <map>
#include "Translator.h"
#include "Utilities.h"
using namespace Oyster::Network;
using namespace Utility::DynamicMemory;
struct CustomNetProtocol::PrivateData
{
std::map<int, NetAttributeContainer> attributes;
std::map<int, NetAttributeContainer> attributes; //...Im an idiot
Utility::DynamicMemory::ReferenceCount *c;
PrivateData()
{ }
PrivateData( const CustomNetProtocol::PrivateData& o)
{
for (auto i = o.attributes.begin(); i != o.attributes.end(); i++)
{
if(i->second.type == NetAttributeType_CharArray)
{
size_t size = strlen(i->second.value.netCharPtr);
if(size == 0) continue;
//this->attributes = new std::map<int, NetAttributeContainer>();
this->c = new ReferenceCount();
c->Incref();
}
attributes[i->first].value.netCharPtr = new char[size + 1];
memcpy(&attributes[i->first].value.netCharPtr[0], &i->second.value.netCharPtr[0], size + 1);
attributes[i->first].type = NetAttributeType_CharArray;
}
else
{
attributes[i->first] = i->second;
}
}
}
~PrivateData()
{
delete c;
c = 0;
for (auto i = attributes.begin(); i != attributes.end(); i++)
{
RemoveAttribute(i->first);
@ -49,7 +40,6 @@ struct CustomNetProtocol::PrivateData
{
case NetAttributeType_CharArray:
delete [] i->second.value.netCharPtr;
//i->second.value.netCharPtr = 0;
break;
}
}
@ -64,17 +54,40 @@ CustomNetProtocol::CustomNetProtocol()
}
CustomNetProtocol::CustomNetProtocol(const CustomNetProtocol& o)
{
this->privateData = new PrivateData(*o.privateData);
this->privateData = o.privateData;
if(this->privateData)
{
this->privateData->c = o.privateData->c;
this->privateData->c->Incref();
}
}
const CustomNetProtocol& CustomNetProtocol::operator=(const CustomNetProtocol& o)
{
if(this->privateData && this->privateData->c)
{
if(this->privateData->c->Decref() == 0)
{
delete this->privateData;
this->privateData = new PrivateData(*o.privateData);
}
}
this->privateData = o.privateData;
if(this->privateData)
{
this->privateData->c = o.privateData->c;
this->privateData->c->Incref();
}
return *this;
}
CustomNetProtocol::~CustomNetProtocol()
{
if(this->privateData && this->privateData->c)
{
if(this->privateData->c->Decref() == 0)
{
delete this->privateData;
}
}
}
NetAttributeContainer& CustomNetProtocol::operator[](int ID)
{

View File

@ -6,12 +6,7 @@
#include <string>
//#include <vld.h>
#ifdef CUSTOM_NET_PROTOCOL_EXPORT
#define NET_PROTOCOL_EXPORT __declspec(dllexport)
#else
#define NET_PROTOCOL_EXPORT __declspec(dllimport)
#endif
#include "NetworkAPI_Preprocessor.h"
namespace Oyster
{
@ -78,7 +73,7 @@ namespace Oyster
virtual CustomNetProtocol* GetProtocol() = 0;
};
class NET_PROTOCOL_EXPORT CustomNetProtocol
class NET_API_EXPORT CustomNetProtocol
{
public:
CustomNetProtocol();

View File

@ -88,16 +88,16 @@
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>C:\Program Files %28x86%29\Visual Leak Detector\include;$(VCInstallDir)include;$(VCInstallDir)atlmfc\include;$(WindowsSDK_IncludePath);</IncludePath>
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(VCInstallDir)lib;$(VCInstallDir)atlmfc\lib;$(WindowsSDK_LibraryPath_x86);</LibraryPath>
<IncludePath>C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LinkIncremental>false</LinkIncremental>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win64;$(VCInstallDir)lib\amd64;$(VCInstallDir)atlmfc\lib\amd64;$(WindowsSDK_LibraryPath_x64);</LibraryPath>
<IncludePath>C:\Program Files %28x86%29\Visual Leak Detector\include;$(VCInstallDir)include;$(VCInstallDir)atlmfc\include;$(WindowsSDK_IncludePath);</IncludePath>
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
<IncludePath>C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
@ -105,8 +105,9 @@
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>CUSTOM_NET_PROTOCOL_EXPORT;WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>NETWORKAPI_EXPORT;WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)Misc\</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
@ -119,8 +120,9 @@
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>CUSTOM_NET_PROTOCOL_EXPORT;WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>NETWORKAPI_EXPORT;WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)Misc\</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
@ -135,8 +137,9 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>CUSTOM_NET_PROTOCOL_EXPORT;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>NETWORKAPI_EXPORT;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)Misc\</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
@ -153,8 +156,9 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>CUSTOM_NET_PROTOCOL_EXPORT;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>NETWORKAPI_EXPORT;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)Misc\</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
@ -167,13 +171,16 @@
<ClCompile Include="CustomNetProtocol.cpp" />
<ClCompile Include="NetworkServer.cpp" />
<ClCompile Include="NetworkClient.cpp" />
<ClCompile Include="NetworkSession.cpp" />
<ClCompile Include="Translator.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="CustomNetProtocol.h" />
<ClInclude Include="NetworkCallbackHelper.h" />
<ClInclude Include="NetworkAPI_Preprocessor.h" />
<ClInclude Include="NetworkServer.h" />
<ClInclude Include="NetworkClient.h" />
<ClInclude Include="NetworkServerEventStruct.h" />
<ClInclude Include="NetworkSession.h" />
<ClInclude Include="Translator.h" />
</ItemGroup>
<ItemGroup>

View File

@ -0,0 +1,10 @@
#ifndef NETWORK_API_NETWORK_API_PREPROCESSOR_H
#define NETWORK_API_NETWORK_API_PREPROCESSOR_H
#ifdef NETWORKAPI_EXPORT
#define NET_API_EXPORT __declspec(dllexport)
#else
#define NET_API_EXPORT __declspec(dllimport)
#endif
#endif // !NETWORK_API_NETWORK_API_PREPROCESSOR_H

View File

@ -1,80 +0,0 @@
#ifndef NETWORK_API_NETWORK_CALLBACK_HELPER_H
#define NETWORK_API_NETWORK_CALLBACK_HELPER_H
/////////////////////////////////////
// Created by Dennis Andersen 2013 //
/////////////////////////////////////
#include <memory>
namespace Oyster
{
namespace Network
{
enum NetworkProtocolCallbackType
{
NetworkProtocolCallbackType_Function,
NetworkProtocolCallbackType_Object,
NetworkProtocolCallbackType_Unknown = -1,
};
enum NetworkClientCallbackType
{
NetworkClientCallbackType_Function,
NetworkClientCallbackType_Object,
NetworkClientCallbackType_Unknown = -1,
};
class NetworkClient;
class CustomNetProtocol;
template<typename Param>
struct NetRecieverObject
{
virtual void NetworkCallback(Param) = 0;
};
struct NetClientEvent :public NetRecieverObject<CustomNetProtocol&>
{
virtual void NetworkCallback(CustomNetProtocol& protocol) = 0;
virtual void Disconnected() { };
};
typedef NetRecieverObject<NetworkClient*> ClientConnectedObject ;
typedef NetClientEvent ProtocolRecieverObject;
template <typename Param>
struct NetCallbackFunction
{
typedef void (*FNC)(Param);
};
typedef NetCallbackFunction<NetworkClient*>::FNC ClientConnectCallbackMethod;
typedef NetCallbackFunction<CustomNetProtocol&>::FNC ProtocolRecFunction;
struct NetClientMethods
{
typedef void(*Dissconnected)(void);
ProtocolRecFunction recieved;
Dissconnected dissconnected;
void operator()(CustomNetProtocol& obj) { if(recieved) recieved(obj); }
void operator()() { if(dissconnected) dissconnected(); }
};
typedef NetClientMethods ProtocolRecieverFunction;
union RecieverObject
{
ClientConnectCallbackMethod clientConnectFnc; // !< A function pointer for sending or recieving NetworkClient
ProtocolRecieverFunction protocolRecieverFnc; // !< A function pointer for sending or recieving CustomNetProtocol
ClientConnectedObject *clientConnectObject; // !< An object for sending or recieving NetworkClient
ProtocolRecieverObject *protocolRecievedObject; // !< An object with collected client events methods.
RecieverObject() { memset(this, 0, sizeof(RecieverObject)); }
RecieverObject(ClientConnectCallbackMethod o) { clientConnectFnc = o; }
RecieverObject(ProtocolRecieverFunction o) { protocolRecieverFnc = o; }
RecieverObject(ClientConnectedObject* o) { clientConnectObject = o; }
RecieverObject(ProtocolRecieverObject* o) { protocolRecievedObject = o; }
};
}
}
#endif

View File

@ -7,6 +7,7 @@
#include "Translator.h"
#include "CustomNetProtocol.h"
#include "NetworkSession.h"
#include "../NetworkDependencies/Connection.h"
#include "../NetworkDependencies/PostBox.h"
@ -19,274 +20,237 @@
using namespace Oyster::Network;
using namespace Oyster::Thread;
using namespace Utility::DynamicMemory;
using namespace Utility::Container;
/*************************************
PrivateData
*************************************/
struct ClientDataContainer
typedef NetworkClient::ClientEventArgs CEA;
struct NetworkClient::PrivateData : public IThreadObject
{
NetworkSession *owner;
NetworkClient *parent;
Connection connection;
SmartPointer<IPostBox<CustomNetProtocol>> sendPostBox;
RecieverObject recvObj;
NetworkProtocolCallbackType callbackType;
Oyster::Thread::OysterThread thread;
std::mutex recvObjMutex;
std::mutex postBoxMutex;
Translator translator;
OysterThread thread;
//Message queue for sending and recieving
ThreadSafeQueue<CustomNetProtocol> sendQueue;
ThreadSafeQueue<NetEvent<NetworkClient*, NetworkClient::ClientEventArgs>> recieveQueue;
//ID
static unsigned int currID;
const unsigned int ID;
ClientDataContainer(IThreadObject* o)
PrivateData()
: ID(currID++)
, parent(0)
, owner(0)
{
InitWinSock();
callbackType = NetworkProtocolCallbackType_Unknown;
sendPostBox = new PostBox<CustomNetProtocol>();
connection.InitiateClient();
connection.SetBlockingMode(false);
}
ClientDataContainer(IThreadObject* o, unsigned int socket )
:connection(socket), ID(currID++)
{
InitWinSock();
callbackType = NetworkProtocolCallbackType_Unknown;
sendPostBox = new PostBox<CustomNetProtocol>();
connection.InitiateClient();
connection.SetBlockingMode(false);
this->thread.Create(this, false);
this->thread.SetPriority(Oyster::Thread::OYSTER_THREAD_PRIORITY_1);
}
~ClientDataContainer()
~PrivateData()
{
connection.Disconnect();
thread.Stop();
callbackType = NetworkProtocolCallbackType_Unknown;
ShutdownWinSock();
this->connection.Disconnect();
this->thread.Terminate();
this->owner = 0;
this->parent = 0;
}
};
unsigned int ClientDataContainer::currID = 0;
struct NetworkClient::PrivateData : public IThreadObject
{
Utility::DynamicMemory::SmartPointer<ClientDataContainer> data;
PrivateData() { this->data = new ClientDataContainer(this); }
PrivateData(unsigned int socket) { this->data = new ClientDataContainer(this, socket); }
~PrivateData() { }
bool DoWork()
bool DoWork() override
{
if(!this->data) return false;
if(!this->data->connection.IsConnected()) return false;
if(!this->connection.IsConnected()) return false;
Send();
Recv();
return true;
}
void Send(CustomNetProtocol* protocol)
{
if(!data) return;
this->data->postBoxMutex.lock();
this->data->sendPostBox->PostMessage(*protocol);
this->data->postBoxMutex.unlock();
}
int Send()
{
int errorCode = 0;
if(!data) return -1;
this->data->postBoxMutex.lock();
if(this->data->sendPostBox->IsFull())
if(!this->sendQueue.IsEmpty())
{
SmartPointer<OysterByte> temp = new OysterByte();
this->data->translator.Pack(temp, this->data->sendPostBox->FetchMessage());
errorCode = this->data->connection.Send(temp);
CustomNetProtocol p = this->sendQueue.Pop();
this->translator.Pack(temp, p);
errorCode = this->connection.Send(temp);
if(errorCode != 0)
{
//Failed
this->data->connection.Disconnect();
this->data->recvObjMutex.lock();
if(this->data->callbackType == NetworkProtocolCallbackType_Function)
{
this->data->recvObj.protocolRecieverFnc();
}
else if(this->data->callbackType == NetworkProtocolCallbackType_Object)
{
this->data->recvObj.protocolRecievedObject->Disconnected();
}
this->data->recvObjMutex.unlock();
CEA parg;
parg.type = CEA::EventType_ProtocolFailedToSend;
parg.data.protocol = p;
NetEvent<NetworkClient*, CEA> e = { this->parent, parg };
this->recieveQueue.Push(e);
}
}
this->data->postBoxMutex.unlock();
return errorCode;
}
int Recv()
{
int errorCode = -1;
OysterByte temp = OysterByte();
errorCode = this->data->connection.Recieve(temp);
errorCode = this->connection.Recieve(temp);
if(errorCode == 0 && temp.GetSize())
{
CustomNetProtocol protocol;
bool ok = this->data->translator.Unpack(protocol, temp);
bool ok = this->translator.Unpack(protocol, temp);
//Check if the protocol was unpacked correctly
if(ok)
{
this->data->recvObjMutex.lock();
if(this->data->callbackType == NetworkProtocolCallbackType_Function)
{
this->data->recvObj.protocolRecieverFnc(protocol);
}
else if(this->data->callbackType == NetworkProtocolCallbackType_Object)
{
this->data->recvObj.protocolRecievedObject->NetworkCallback(protocol);
}
this->data->recvObjMutex.unlock();
CEA parg;
parg.type = CEA::EventType_ProtocolRecieved;
parg.data.protocol = protocol;
NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e = { this->parent, parg };
this->recieveQueue.Push(e);
}
}
//else
//{
// CEA parg;
// parg.type = CEA::EventType_ProtocolFailedToRecieve;
// parg.data.nothing = 0;
// NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e = { this->parent, parg };
// this->recieveQueue.Push(e);
//}
return errorCode;
}
};
unsigned int NetworkClient::PrivateData::currID = 0;
/*************************************
NetworkClient
*************************************/
NetworkClient::NetworkClient()
{
privateData = new PrivateData();
this->privateData->data->thread.SetPriority(Oyster::Thread::OYSTER_THREAD_PRIORITY_1);
}
NetworkClient::NetworkClient(unsigned int socket)
{
privateData = new PrivateData(socket);
this->privateData->data->thread.Create(this->privateData, true);
this->privateData->data->thread.SetPriority(Oyster::Thread::OYSTER_THREAD_PRIORITY_1);
}
NetworkClient::NetworkClient(RecieverObject recvObj, NetworkProtocolCallbackType type)
{
privateData = new PrivateData();
this->privateData->data->callbackType = type;
this->privateData->data->recvObj = recvObj;
}
NetworkClient::NetworkClient(RecieverObject recvObj, NetworkProtocolCallbackType type, unsigned int socket)
{
privateData = new PrivateData(socket);
this->privateData->data->callbackType = type;
this->privateData->data->recvObj = recvObj;
this->privateData->data->thread.Create(this->privateData, true);
this->privateData->data->thread.SetPriority(Oyster::Thread::OYSTER_THREAD_PRIORITY_1);
}
NetworkClient::NetworkClient(const NetworkClient& obj)
{
this->privateData = new PrivateData(*obj.privateData);
}
NetworkClient& NetworkClient::operator =(const NetworkClient& obj)
{
delete privateData;
this->privateData = new PrivateData(*obj.privateData);
return *this;
}
: privateData(0)
{ }
NetworkClient::~NetworkClient()
{
if(privateData)
if(this->privateData)
{
delete privateData;
privateData = NULL;
delete this->privateData;
this->privateData = NULL;
}
}
bool NetworkClient::Connect(unsigned short port, const char serverIP[])
{
privateData->data->connection.SetBlockingMode(true);
int result = this->privateData->data->connection.Connect(port, serverIP);
//Connect has succeeded
if(result == 0)
{
if(this->privateData->data->thread.IsCreated()) return false;
this->privateData->data->thread.Create(this->privateData, true);
privateData->data->connection.SetBlockingMode(false);
return true;
}
//Connect has failed
return false;
}
void NetworkClient::Disconnect()
{
privateData->data->connection.Disconnect();
privateData->data->thread.Terminate();
}
bool NetworkClient::IsConnected()
{
return privateData->data->connection.IsConnected();
}
void NetworkClient::Send(CustomProtocolObject& protocol)
{
this->privateData->Send(protocol.GetProtocol());
}
void NetworkClient::Send(CustomNetProtocol* protocol)
{
this->privateData->Send(protocol);
}
void NetworkClient::SetRecieverObject(RecieverObject recvObj, NetworkProtocolCallbackType type)
{
if (type == NetworkProtocolCallbackType_Unknown) return; //It should probably still be set even if it is unknown.
privateData->data->recvObjMutex.lock();
privateData->data->recvObj = recvObj;
privateData->data->callbackType = type;
privateData->data->recvObjMutex.unlock();
}
bool NetworkClient::operator ==(const NetworkClient& obj)
{
return (this->privateData->data->ID == obj.privateData->data->ID);
return (this->privateData->ID == obj.privateData->ID);
}
bool NetworkClient::operator ==(const int& ID)
{
return this->privateData->data->ID == ID;
return this->privateData->ID == ID;
}
void NetworkClient::Update()
{
while (!this->privateData->recieveQueue.IsEmpty())
{
NetEvent<NetworkClient*, ClientEventArgs> temp = this->privateData->recieveQueue.Pop();
this->DataRecieved(temp);
//--------- Deprecate ---------
this->NetworkCallback(temp.args.data.protocol);
//------------------------------
}
}
bool NetworkClient::Connect(ConnectionInfo& socket)
{
if(this->IsConnected()) return true;
if(this->privateData) return false;
if(!this->privateData) this->privateData = new PrivateData();
int result = this->privateData->connection.Connect(socket, false);
//Connect has succeeded
if(result != 0) return false;
this->privateData->parent = this;
this->privateData->thread.Start();
//Connect has failed
return true;
}
bool NetworkClient::Connect(unsigned short port, const char serverIP[])
{
if(this->IsConnected()) return false;
if(this->privateData) return false;
if(!this->privateData) this->privateData = new PrivateData();
int result = this->privateData->connection.Connect(port, serverIP, false);
//Connect has succeeded
if(result != 0) return false;
this->privateData->parent = this;
this->privateData->thread.Start();
//Connect has failed
return true;
}
void NetworkClient::Disconnect()
{
privateData->connection.Disconnect();
privateData->thread.Terminate();
}
void NetworkClient::Send(CustomProtocolObject& protocol)
{
this->privateData->sendQueue.Push(*protocol.GetProtocol());
}
void NetworkClient::Send(CustomNetProtocol* protocol)
{
this->privateData->sendQueue.Push(*protocol);
}
void NetworkClient::SetOwner(NetworkSession* owner)
{
this->privateData->owner = owner;
}
bool NetworkClient::IsConnected()
{
if(!this->privateData) return false;
return privateData->connection.IsConnected();
}
int NetworkClient::GetID() const
{
return this->privateData->data->ID;
return this->privateData->ID;
}
void NetworkClient::DataRecieved(NetEvent<NetworkClient*, ClientEventArgs> e)
{
if(this->privateData->owner)
{
this->privateData->owner->ClientEventCallback(e);
}
}
void NetworkClient::NetworkCallback(Oyster::Network::CustomNetProtocol& p)
{}
std::string NetworkClient::GetIpAddress()
{
return this->privateData->connection.GetIpAddress();
}

View File

@ -1,59 +1,116 @@
#ifndef NETWORK_API_NETWORK_CLIENT_H
#define NETWORK_API_NETWORK_CLIENT_H
/////////////////////////////////////
//////////////////////////////////////
// Created by Pontus Fransson 2013 //
/////////////////////////////////////
// Modified by Dennis Andersen 2014 //
//////////////////////////////////////
#ifdef CUSTOM_NET_PROTOCOL_EXPORT
#define NET_PROTOCOL_EXPORT __declspec(dllexport)
#else
#define NET_PROTOCOL_EXPORT __declspec(dllimport)
#endif
#include "NetworkCallbackHelper.h"
//#include <vld.h>
#include "CustomNetProtocol.h"
#include "NetworkServerEventStruct.h"
#include "NetworkAPI_Preprocessor.h"
namespace Oyster
{
namespace Network
{
class NetworkSession;
struct ConnectionInfo;
extern "C"
{
struct CustomProtocolObject;
class NET_PROTOCOL_EXPORT NetworkClient
class NET_API_EXPORT NetworkClient
{
public:
NetworkClient();
NetworkClient(unsigned int socket);
NetworkClient(RecieverObject recvObj, NetworkProtocolCallbackType type);
NetworkClient(RecieverObject recvObj, NetworkProtocolCallbackType type, unsigned int socket);
NetworkClient(const NetworkClient& obj);
struct ClientEventArgs
{
enum EventType
{
EventType_ProtocolFailedToRecieve, // No data
EventType_ProtocolFailedToSend, // Data in data.protocol
EventType_ProtocolRecieved, // Data in data.protocol
EventType_Disconnect, // No data
} type;
NetworkClient& operator =(const NetworkClient& obj);
union EventData
{
struct { Oyster::Network::CustomNetProtocol protocol; };
void * nothing;
} data;
};
typedef void(*ClientEventFunction)(NetEvent<NetworkClient*, ClientEventArgs> e);
public:
NetworkClient();
virtual ~NetworkClient();
bool Connect(unsigned short port, const char serverIP[]);
void Disconnect();
bool IsConnected();
//Adds the protocol to the queue of protocols to be sent.
void Send(CustomProtocolObject& protocol);
void Send(CustomNetProtocol* protocol);
void SetRecieverObject(RecieverObject recvObj, NetworkProtocolCallbackType type);
//Compares the internal ID.
bool operator ==(const NetworkClient& obj);
bool operator ==(const int& ID);
/**
*
*/
void Update();
/**
*
*/
bool Connect(ConnectionInfo& data);
/**
*
*/
bool Connect(unsigned short port, const char serverIP[]);
/**
*
*/
void Disconnect();
/**
*
*/
void Send(CustomProtocolObject& protocol);
/**
*
*/
void Send(CustomNetProtocol* protocol);
/**
*
*/
void SetOwner(NetworkSession* owner);
/**
*
*/
bool IsConnected();
/**
*
*/
int GetID() const;
/**
*
*/
virtual void DataRecieved(NetEvent<NetworkClient*, ClientEventArgs> e);
/** ! Deprecate !
* Do not use this furthermore, instead use void DataRecieved(NetEvent<NetworkClient*, ClientEventArgs> e);
* @see DataRecieved
*/
virtual void NetworkCallback(Oyster::Network::CustomNetProtocol& p);
virtual std::string GetIpAddress();
private:
NetworkClient(const NetworkClient& obj);
NetworkClient& operator =(const NetworkClient& obj);
struct PrivateData;
PrivateData* privateData;
};
}
}

View File

@ -9,11 +9,14 @@
#include "../NetworkDependencies/PostBox.h"
#include "../NetworkDependencies/WinsockFunctions.h"
#include "../../Misc/Utilities.h"
#include "../../Misc/Thread/OysterThread.h"
#include "Utilities.h"
#include "Thread/OysterThread.h"
#ifndef _DEBUG
#include <winsock2.h>
#endif
using namespace Oyster::Network;
using namespace ::Server;
using namespace Utility::DynamicMemory;
using namespace Oyster::Thread;
@ -21,148 +24,89 @@ using namespace Oyster::Thread;
PrivateData
*************************************/
void Broadcast()
{
char pkt[4];
size_t pkt_length = 4;
sockaddr_in dest;
sockaddr_in local;
WSAData data;
WSAStartup( MAKEWORD( 2, 2 ), &data );
local.sin_family = AF_INET;
local.sin_addr.s_addr = inet_addr( "127.0.0.1" );
local.sin_port = 15151; // choose any
dest.sin_family = AF_INET;
dest.sin_port = htons( 15151 );
// create the socket
SOCKET s = socket( AF_INET, SOCK_DGRAM, IPPROTO_UDP );
// bind to the local address
bind( s, (sockaddr *)&local, sizeof(local) );
std::string addr;
for (int i = 0; i < 256; i++)
{
addr = "192.168.0.";
char buff[5];
_itoa_s<5>(i, buff, 10);
addr.append(buff);
dest.sin_addr.s_addr = inet_addr( addr.c_str() );
// send the pkt
int ret = sendto( s, pkt, pkt_length, 0, (sockaddr *)&dest, sizeof(dest) );
}
}
struct NetworkServer::PrivateData : public IThreadObject
{
PrivateData();
~PrivateData();
bool Init(INIT_DESC& initDesc);
bool Start();
void Stop();
void Shutdown();
void CheckForNewClient();
public:
PrivateData()
: listener(0)
, mainSession(0)
, isInitiated(0)
, isReleased(0)
, isRunning(0)
, port(-1)
{ }
~PrivateData()
{ }
bool DoWork();
//
IListener* listener;
INIT_DESC initDesc;
bool started;
//Postbox for new clients
PostBox<int> postBox;
//Server thread
OysterThread thread;
public:
Listener* listener;
PostBox<ConnectionInfo> postBox; //Postbox for new clients
OysterThread thread; //Server thread
NetworkSession *mainSession;
Utility::Container::ThreadSafeQueue<SmartPointer<NetworkClient>> clientQueue;
bool isInitiated;
bool isReleased;
bool isRunning;
int port;
};
NetworkServer::PrivateData::PrivateData()
{
listener = 0;
started = false;
//postBox = new PostBox<int>;
}
NetworkServer::PrivateData::~PrivateData()
{
Shutdown();
}
bool NetworkServer::PrivateData::Init(INIT_DESC& initDesc)
{
//Check if it's a valid port
if(initDesc.port == 0)
{
return false;
}
if(!InitWinSock())
return false;
this->initDesc = initDesc;
//Initiate listener
listener = new Listener(&postBox);
if(!((Listener*)listener)->Init(this->initDesc.port, false))
{
return false;
}
if(thread.Create(this, false) == OYSTER_THREAD_ERROR_FAILED)
{
return false;
}
return true;
}
bool NetworkServer::PrivateData::Start()
{
//Start listener
if(!((Listener*)listener)->Start())
{
return false;
}
started = true;
if(thread.Start() == OYSTER_THREAD_ERROR_FAILED)
{
return false;
}
return true;
}
void NetworkServer::PrivateData::Stop()
{
if(listener)
{
((Listener*)listener)->Stop();
}
started = false;
thread.Stop();
}
void NetworkServer::PrivateData::Shutdown()
{
if(listener)
{
listener->Shutdown();
delete listener;
listener = NULL;
}
started = false;
thread.Terminate();
ShutdownWinSock();
}
//Checks for new clients and sends them to the proc function.
void NetworkServer::PrivateData::CheckForNewClient()
{
if(postBox.IsFull())
{
int clientSocketNum = postBox.FetchMessage();
//Safety check that is probably not needed.
if(clientSocketNum == -1)
{
return;
}
//Create client and Proc function if the pointer is not NULL
if(initDesc.callbackType == NetworkClientCallbackType_Function)
{
Oyster::Network::NetworkClient *client = new Oyster::Network::NetworkClient(clientSocketNum);
initDesc.recvObj.clientConnectFnc(client);
}
else if(initDesc.callbackType == NetworkClientCallbackType_Object)
{
Oyster::Network::NetworkClient *client = new Oyster::Network::NetworkClient(clientSocketNum);
initDesc.recvObj.clientConnectObject->NetworkCallback(client);
}
}
}
bool NetworkServer::PrivateData::DoWork()
{
CheckForNewClient();
//Broadcast();
/** Check for new clients **/
if(postBox.IsFull())
{
ConnectionInfo clientSocketNum = postBox.FetchMessage();
if(clientSocketNum.socket == -1)
{
//Something went wrong somewhere... do we care?
}
SmartPointer<NetworkClient> client(new NetworkClient());
client->Connect(clientSocketNum);
this->clientQueue.Push(client);
}
return true;
}
@ -173,48 +117,172 @@ bool NetworkServer::PrivateData::DoWork()
NetworkServer::NetworkServer()
{
privateData = new PrivateData();
this->privateData = new PrivateData();
}
NetworkServer::NetworkServer(const NetworkServer& obj)
{
delete this->privateData;
this->privateData = new PrivateData(*obj.privateData);
}
const NetworkServer& NetworkServer::operator=(const NetworkServer& obj)
{
delete this->privateData;
this->privateData = new PrivateData(*obj.privateData);
return *this;
}
NetworkServer::~NetworkServer()
{
if(privateData)
if(this->privateData)
{
delete privateData;
delete this->privateData;
this->privateData = 0;
}
}
bool NetworkServer::Init(INIT_DESC& initDesc)
NetworkServer::ServerReturnCode NetworkServer::Init(const int& port, NetworkSession const* mainSession)
{
if(!privateData->Init(initDesc))
this->privateData->mainSession = const_cast<NetworkSession*>(mainSession);
//Check if it's a valid port
if(port == 0 || port == -1)
{
return false;
return NetworkServer::ServerReturnCode_Error;
}
else if(this->privateData->port != 0 && this->privateData->port != -1)
{
return NetworkServer::ServerReturnCode_Error;
}
if(!InitWinSock())
{
return NetworkServer::ServerReturnCode_Error;
}
return true;
//Initiate listener
this->privateData->listener = new Listener(&this->privateData->postBox);
if(!this->privateData->listener->Init(port, false))
{
return NetworkServer::ServerReturnCode_Error;
}
if(this->privateData->thread.Create(this->privateData, false) == OYSTER_THREAD_ERROR_FAILED)
{
return NetworkServer::ServerReturnCode_Error;
}
this->privateData->isInitiated = true;
this->privateData->isReleased = false;
return NetworkServer::ServerReturnCode_Sucess;
}
bool NetworkServer::Start()
NetworkServer::ServerReturnCode NetworkServer::Start()
{
if(!privateData->Start())
//Start listener
if(!this->privateData->listener->Start())
{
return false;
return NetworkServer::ServerReturnCode_Error;
}
return true;
if(this->privateData->thread.Start() == OYSTER_THREAD_ERROR_FAILED)
{
return NetworkServer::ServerReturnCode_Error;
}
this->privateData->isRunning = true;
return NetworkServer::ServerReturnCode_Sucess;
}
void NetworkServer::Stop()
{
privateData->Stop();
if(this->privateData->listener)
{
this->privateData->listener->Stop();
}
this->privateData->thread.Stop();
this->privateData->isRunning = false;
}
void NetworkServer::Shutdown()
{
privateData->Shutdown();
if(this->privateData->mainSession)
{
this->privateData->mainSession->CloseSession(true);
}
if(this->privateData->listener)
{
this->privateData->listener->Shutdown();
delete this->privateData->listener;
this->privateData->listener = NULL;
}
this->privateData->thread.Terminate();
ShutdownWinSock();
this->privateData->isRunning = false;
this->privateData->mainSession = 0;
this->privateData->isReleased = true;
}
int NetworkServer::ProcessConnectedClients()
{
int c = 0;
while(!this->privateData->clientQueue.IsEmpty())
{
if(this->privateData->mainSession)
{
this->privateData->mainSession->ClientConnectedEvent(this->privateData->clientQueue.Pop());
c++;
}
else
{
//Clients have nowhere to go?
this->privateData->clientQueue.Pop()->Disconnect();
}
}
return c;
}
void NetworkServer::SetSession(NetworkSession const* mainSession)
{
this->privateData->mainSession = const_cast<NetworkSession*>(mainSession);
}
NetworkSession const* NetworkServer::GetMainSession()
{
return this->privateData->mainSession;
}
NetworkSession const* NetworkServer::ReleaseMainSession()
{
NetworkSession const * temp;
temp = this->privateData->mainSession;
this->privateData->mainSession = 0;
return temp;
}
bool NetworkServer::IsStarted() const
{
return privateData->started;
return this->privateData->isRunning;
}
std::string NetworkServer::GetLanAddress()
{
std::string szLocalIP;
char szHostName[255];
struct hostent *host_entry;
gethostname(szHostName, 255);
host_entry = gethostbyname(szHostName);
char* temp = inet_ntoa (*(struct in_addr *)*host_entry->h_addr_list);
char buff[255];
strcpy_s(buff, temp);
szLocalIP = buff;
return szLocalIP;
}

View File

@ -1,18 +1,15 @@
#ifndef NETWORK_API_NETWORK_SERVER_H
#define NETWORK_API_NETWORK_SERVER_H
/////////////////////////////////////
//////////////////////////////////////
// Created by Pontus Fransson 2013 //
/////////////////////////////////////
// Modified by Dennis Andersen 2014 //
//////////////////////////////////////
#ifdef CUSTOM_NET_PROTOCOL_EXPORT
#define NET_PROTOCOL_EXPORT __declspec(dllexport)
#else
#define NET_PROTOCOL_EXPORT __declspec(dllimport)
#endif
#include "NetworkAPI_Preprocessor.h"
#include "NetworkClient.h"
#include "NetworkCallbackHelper.h"
#include "NetworkSession.h"
#include <vld.h>
namespace Oyster
@ -21,27 +18,72 @@ namespace Oyster
{
extern "C"
{
class NET_PROTOCOL_EXPORT NetworkServer
class NET_API_EXPORT NetworkServer
{
public:
struct INIT_DESC
enum ServerReturnCode
{
unsigned short port; //Port the server should be accepting clients on.
NetworkClientCallbackType callbackType; //The recieverObject type. Function or object.
RecieverObject recvObj; //The functions that is called when a new client has connected.
ServerReturnCode_Error,
ServerReturnCode_Sucess
};
public:
NetworkServer();
NetworkServer(const NetworkServer&);
const NetworkServer& operator=(const NetworkServer&);
virtual ~NetworkServer();
bool Init(INIT_DESC& initDesc);
bool Start();
/** Creates a server that clients can connect to
* @param port The port the server will be listening for clients.
* @param mainSession The main session the server will send connected clients to.
* @return The server returncode
*/
ServerReturnCode Init(const int& port, NetworkSession const* mainSession);
/** Starts the server allowing clients to connect
* @return The server returncode
*/
ServerReturnCode Start();
/**
*
*/
void Stop();
/** Shutdown the server and return all resources.
*/
void Shutdown();
/** Parses asynchronous connected clients.
*/
int ProcessConnectedClients();
/** Set the main session connected clients will enter when connected to server.
* @param mainSession The session to connect as main server session.
*/
void SetSession(NetworkSession const* mainSession);
/** Get the main session connected with the server
* @return Returns the main session
*/
NetworkSession const* GetMainSession();
/** Sets the main session to NULL and returns it
* @return Returns the main session
*/
NetworkSession const* ReleaseMainSession();
/**
*
*/
bool IsStarted() const;
/**
*
*/
std::string GetLanAddress();
private:
struct PrivateData;
PrivateData* privateData;

View File

@ -0,0 +1,17 @@
#ifndef NETWORK_API_SERVEREVENT_H
#define NETWORK_API_SERVEREVENT_H
namespace Oyster
{
namespace Network
{
template <typename Sender, typename Args>
struct NetEvent
{
Sender sender;
Args args;
};
}
}
#endif // !SERVERDEPENDENCIES_SERVEREVENT_H

View File

@ -0,0 +1,231 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "NetworkSession.h"
#include "..\..\Misc\Utilities.h"
#include "..\..\Misc\DynamicArray.h"
#include "..\..\Misc\GID.h"
#include "CustomNetProtocol.h"
#include <vector>
#include <mutex>
using namespace Utility::DynamicMemory;
using namespace Oyster::Network;
struct NetworkSession::PrivateSessionData
{
Utility::DynamicMemory::DynamicArray<NetClient> clients;
NetworkClient::ClientEventFunction messageCallback;
std::mutex clientListLock;
NetworkSession* owner; //Where clients end up when session is closed.
int clientCount;
int id;
NetworkSession::PrivateSessionData()
: clientCount(0)
, owner(0)
, id(GID())
{}
};
NetworkSession::NetworkSession()
: data(new PrivateSessionData())
{}
NetworkSession::NetworkSession(const NetworkSession& orig)
{
this->data->clients = orig.data->clients;
this->data->owner = orig.data->owner;
this->data->clientCount = orig.data->clientCount;
this->data->id = orig.data->id;
this->data->messageCallback = orig.data->messageCallback;
}
const NetworkSession& NetworkSession::operator=(const NetworkSession& orig)
{
this->data->clients = orig.data->clients;
this->data->owner = orig.data->owner;
this->data->clientCount = orig.data->clientCount;
this->data->id = orig.data->id;
this->data->messageCallback = orig.data->messageCallback;
return *this;
}
NetworkSession::~NetworkSession()
{
this->data->clients.Clear();
this->data->clientCount = 0;
this->data->messageCallback = 0;
delete this->data;
this->data = 0;
}
void NetworkSession::ProcessClients()
{
for (unsigned int i = 0; i < this->data->clients.Size(); i++)
{
if(this->data->clients[i]) this->data->clients[i]->Update();
}
}
bool NetworkSession::Attach(NetClient client)
{
this->data->clientListLock.lock();
int k = -1;
for (unsigned int i = 0; (k == -1) && i < this->data->clients.Size(); i++)
{
if(!this->data->clients[i]->IsConnected()) //TODO: Dont check connection status, check more general status..
k = i;
}
if(k == -1)
{
this->data->clients.Push(client);
}
else
{
this->data->clients[k] = client;
}
this->data->clientCount++;
client->SetOwner(this);
this->data->clientListLock.unlock();
return true;
}
void NetworkSession::Detach()
{
if(this->data->owner)
{
for (unsigned int i = 0; i < this->data->clients.Size(); i++)
{
this->data->owner->Attach(this->data->clients[i]);
this->data->clients[i] = 0;
}
}
else
{
for (unsigned int i = 0; i < this->data->clients.Size(); i++)
{
this->data->clients[i]->Disconnect();
this->data->clients[i] = 0;
}
}
}
NetClient NetworkSession::Detach(const NetworkClient* client)
{
NetClient val;
this->data->clientListLock.lock();
for (unsigned int i = 0; i < this->data->clients.Size(); i++)
{
if(this->data->clients[i] && this->data->clients[0]->GetID() == client->GetID())
{
val = this->data->clients[i];
this->data->clients[i] = 0;
this->data->clientCount--;
}
}
this->data->clientListLock.unlock();
return val;
}
NetClient NetworkSession::Detach(short ID)
{
NetClient val;
this->data->clientListLock.lock();
for (unsigned int i = 0; i < this->data->clients.Size(); i++)
{
if(this->data->clients[i] && this->data->clients[0]->GetID() == ID)
{
val = this->data->clients[i];
this->data->clients[i] = 0;
this->data->clientCount--;
}
}
this->data->clientListLock.unlock();
return val;
}
bool NetworkSession::Send(Oyster::Network::CustomNetProtocol& protocol)
{
bool returnValue = false;
for (unsigned int i = 0; i < this->data->clients.Size(); i++)
{
if(this->data->clients[i])
{
this->data->clients[i]->Send(&protocol);
returnValue = true;
}
}
return returnValue;
}
bool NetworkSession::Send(Oyster::Network::CustomNetProtocol& protocol, int ID)
{
for (unsigned int i = 0; i < this->data->clients.Size(); i++)
{
if(this->data->clients[i] && this->data->clients[i]->GetID() == ID)
{
this->data->clients[i]->Send(&protocol);
return true;
}
}
return false;
}
void NetworkSession::CloseSession(bool dissconnectClients)
{
this->data->clientListLock.lock();
for (unsigned int i = 0; i < this->data->clients.Size(); i++)
{
if(this->data->clients[i])
{
if(dissconnectClients) this->data->clients[i]->Disconnect();
else if(this->data->owner) this->data->owner->Attach(this->data->clients[i]);
else this->data->clients[i]->Disconnect(); //Idiot check, clients have to go somewhere..
}
}
this->data->clients.Clear();
this->data->clientCount = 0;
this->data->clientListLock.unlock();
}
void NetworkSession::SetOwner(NetworkSession* owner)
{
this->data->owner = owner;
}
int NetworkSession::GetClientCount() const
{
int c = 0;
for (unsigned int i = 0; i < this->data->clients.Size(); i++)
{
if(this->data->clients[i]) c++;
}
return c;
}
void NetworkSession::ClientConnectedEvent(NetClient client)
{
this->Attach(client);
}

View File

@ -0,0 +1,96 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#ifndef NETWORK_API_NETWORK_SESSION_H
#define NETWORK_API_NETWORK_SESSION_H
//warning C4150: deletion of pointer to incomplete type, no destructor called
#pragma warning(disable : 4150)
#include "NetworkAPI_Preprocessor.h"
#include "NetworkServerEventStruct.h"
#include "NetworkClient.h"
#include "Utilities.h"
namespace Oyster
{
namespace Network
{
typedef Utility::DynamicMemory::SmartPointer<NetworkClient> NetClient;
class NET_API_EXPORT NetworkSession
{
public:
NetworkSession();
NetworkSession(const NetworkSession& orig);
const NetworkSession& operator=(const NetworkSession& orig);
virtual~NetworkSession();
/** Parse session events such as protocols recieved etc.
*/
void ProcessClients();
/**
*
*/
virtual bool Attach(NetClient client);
/**
* Detaches all clients and sends them to owner.
* If no owner is set the clients is disconnected.
*/
virtual void Detach();
/**
*
*/
virtual NetClient Detach(const NetworkClient* client);
/**
*
*/
virtual NetClient Detach(short ID);
/** Send a message to all clients in this session
* @param message The message
*/
virtual bool Send(Oyster::Network::CustomNetProtocol& message);
/** Send a message to a specific client in this session
* @param message The message
*/
virtual bool Send(Oyster::Network::CustomNetProtocol& protocol, int ID);
/**
*
*/
virtual void CloseSession( bool dissconnectClients = false );
/**
* Set the owner that clients will be returned to.
* @param owner If owner is NULL, clients will be disconnected when session is over.
*/
virtual void SetOwner(NetworkSession* owner);
/** Get the number of clients active in this session
* @return The client count
*/
int GetClientCount() const;
/**
*
*/
virtual void ClientConnectedEvent(NetClient client);
/**
*
*/
virtual void ClientEventCallback(NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e) = 0;
private:
struct PrivateSessionData;
PrivateSessionData* data;
};
}
}//End namespace DanBias
#endif // !DANBIASSERVER_NETWORK_SESSION_H

View File

@ -5,6 +5,7 @@
#include "CustomNetProtocol.h"
#include "../../Misc/Utilities.h"
#include "../NetworkDependencies/Messages/MessageHeader.h"
#include "../NetworkDependencies/OysterByte.h"
@ -17,6 +18,7 @@ using namespace std;
struct MyCastingStruct
{
std::map<int, NetAttributeContainer> attributes;
Utility::DynamicMemory::ReferenceCount *c;
};
// TODO: Check if the package has been packed correctly.

View File

@ -27,13 +27,7 @@
"100F"
*/
#ifdef CUSTOM_NET_PROTOCOL_EXPORT
#define NET_PROTOCOL_EXPORT __declspec(dllexport)
#else
#define NET_PROTOCOL_EXPORT __declspec(dllimport)
#endif
#include "../../Misc/Utilities.h"
#include "NetworkAPI_Preprocessor.h"
namespace Oyster
{
@ -43,7 +37,8 @@ namespace Oyster
{
class OysterByte;
class CustomNetProtocol;
class NET_PROTOCOL_EXPORT Translator
class NET_API_EXPORT Translator
{
public:
Translator ();

View File

@ -1,6 +1,7 @@
#include "Connection.h"
#include <winsock2.h>
#include <WS2tcpip.h>
#include <iostream>
#include <string>
#include <fcntl.h>
@ -40,8 +41,23 @@ Connection::~Connection()
CloseSocket( this->socket );
}
int Connection::Connect(unsigned short port , const char serverName[])
int Connection::Connect(ConnectionInfo info, bool blocking)
{
this->addr = info.addr;
this->socket = info.socket;
this->stillSending = true;
this->closed = false;
SetBlockingMode(blocking);
//connection succesfull!
return 0;
}
int Connection::Connect(unsigned short port , const char serverName[], bool blocking)
{
if(this->socket == -1 || this->socket == 0) InitiateSocket();
struct hostent *hostEnt;
if((hostEnt = gethostbyname(serverName)) == NULL)
{
@ -61,6 +77,8 @@ int Connection::Connect(unsigned short port , const char serverName[])
closed = false;
stillSending = true;
SetBlockingMode(blocking);
//connection succesfull!
return 0;
}
@ -152,17 +170,24 @@ int Connection::Recieve(OysterByte &bytes)
}
//Listen will only return the correct socket or -1 for failure.
int Connection::Listen()
ConnectionInfo Connection::Listen()
{
if(this->closed) return -1;
ConnectionInfo val = { 0 };
if(this->closed) return val;
int clientSocket;
if((clientSocket = (int)accept(this->socket, NULL, NULL)) == INVALID_SOCKET)
SOCKADDR_IN client_info = { 0 };
int addrsize = sizeof(client_info);
if((val.socket = (int)accept(this->socket, (struct sockaddr*)&client_info, &addrsize)) == INVALID_SOCKET)
{
return (int)INVALID_SOCKET;//WSAGetLastError();
val.socket = WSAGetLastError();
}
else
{
val.addr = inet_ntoa(client_info.sin_addr);
}
return clientSocket;
return val;
}
bool Connection::IsSending()
@ -198,6 +223,12 @@ int Connection::SetBlockingMode(bool blocking)
return 0;
}
std::string Connection::GetIpAddress()
{
return this->addr;
}
///////////////////////////////////////
//Private functions
///////////////////////////////////////

View File

@ -14,7 +14,6 @@ namespace Oyster
{
class Connection : public IConnection
{
public:
Connection();
Connection( int socket );
@ -27,9 +26,10 @@ namespace Oyster
virtual int Recieve( OysterByte &bytes );
virtual int Disconnect();
virtual int Connect( unsigned short port , const char serverName[] );
virtual int Connect(ConnectionInfo info, bool blocking = false);
virtual int Connect(unsigned short port , const char serverName[], bool blocking = false);
virtual int Listen();
virtual ConnectionInfo Listen();
bool IsSending();
bool IsConnected();
@ -37,6 +37,8 @@ namespace Oyster
//Setting the socket to blocking/non-blocking mode.
int SetBlockingMode( bool blocking );
std::string GetIpAddress();
private:
int InitiateSocket();
@ -44,7 +46,7 @@ namespace Oyster
bool stillSending;
bool closed;
std::string addr;
};
}
}

View File

@ -11,6 +11,12 @@ namespace Oyster
{
namespace Network
{
struct ConnectionInfo
{
int socket;
std::string addr;
};
class OysterByte;
class IConnection
{
@ -27,7 +33,7 @@ namespace Oyster
virtual int InitiateClient() { return false; };
//Listen function to let client connect, only used by the server
virtual int Listen() { return -1; };
virtual ConnectionInfo Listen() { return ConnectionInfo(); };
//enables the client to connect with a server with use of name and port
//(servers uses Listen instead of connect)

View File

@ -1,27 +0,0 @@
#ifndef NETWORK_SERVER_ILISTENER_H
#define NETWORK_SERVER_ILISTENER_H
/////////////////////////////////////
// Created by Pontus Fransson 2013 //
/////////////////////////////////////
namespace Oyster
{
namespace Network
{
namespace Server
{
class IListener
{
public:
virtual ~IListener() {}
virtual bool Init(unsigned int port) = 0;
virtual int Accept() = 0;
virtual void Shutdown() = 0;
};
}
}
}
#endif

View File

@ -1,8 +1,8 @@
#include "Listener.h"
using namespace Oyster::Network::Server;
using namespace Utility::DynamicMemory;
using namespace Oyster::Thread;
using namespace Oyster::Network;
Listener::Listener()
{
@ -11,7 +11,7 @@ Listener::Listener()
connection = NULL;
}
Listener::Listener(Oyster::Network::IPostBox<int>* postBox)
Listener::Listener(Oyster::Network::IPostBox<ConnectionInfo>* postBox)
{
this->isListening = false;
connection = NULL;
@ -88,7 +88,7 @@ void Listener::Shutdown()
StopListen();
}
void Listener::SetPostBox(Oyster::Network::IPostBox<int>* postBox)
void Listener::SetPostBox(Oyster::Network::IPostBox<ConnectionInfo>* postBox)
{
stdMutex.lock();
this->postBox = postBox;
@ -97,21 +97,21 @@ void Listener::SetPostBox(Oyster::Network::IPostBox<int>* postBox)
int Listener::Accept()
{
int clientSocket = -1;
ConnectionInfo clientSocket = {0};
clientSocket = connection->Listen();
if(!this->isListening.load())
{
return -1;
}
if(clientSocket != -1)
if(clientSocket.socket != -1)
{
stdMutex.lock();
postBox->PostMessage(clientSocket);
stdMutex.unlock();
}
return clientSocket;
return clientSocket.socket;
}
void Listener::StopListen()
{
@ -120,7 +120,7 @@ void Listener::StopListen()
this->isListening = false;
Connection c;
c.InitiateClient();
c.Connect(this->port, "127.0.0.1");
c.Connect(this->port, "127.0.0.1", false);
}
}
bool Listener::DoWork()

View File

@ -5,7 +5,6 @@
// Created by Pontus Fransson 2013 //
/////////////////////////////////////
#include "IListener.h"
#include "Connection.h"
#include "IPostBox.h"
#include "../../Misc/Thread/OysterThread.h"
@ -17,22 +16,20 @@ namespace Oyster
{
namespace Network
{
namespace Server
{
class Listener : public IListener, public ::Oyster::Thread::IThreadObject
class Listener : public ::Oyster::Thread::IThreadObject
{
public:
Listener();
Listener(Oyster::Network::IPostBox<int>* postBox);
Listener(Oyster::Network::IPostBox<ConnectionInfo>* postBox);
~Listener();
bool Init(unsigned int port) override;
bool Init(unsigned int port);
bool Init(unsigned int port, bool start);
bool Start();
void Stop();
void Shutdown();
void SetPostBox(IPostBox<int>* postBox);
void SetPostBox(IPostBox<ConnectionInfo>* postBox);
private:
//Thread functions
@ -51,11 +48,11 @@ namespace Oyster
OysterMutex mutex;
std::mutex stdMutex;
IPostBox<int>* postBox;
IPostBox<ConnectionInfo>* postBox;
std::atomic<bool> isListening;
int port;
};
}
}
}

View File

@ -164,7 +164,6 @@
<ItemGroup>
<ClInclude Include="Connection.h" />
<ClInclude Include="IConnection.h" />
<ClInclude Include="IListener.h" />
<ClInclude Include="IPostBox.h" />
<ClInclude Include="Listener.h" />
<ClInclude Include="Messages\MessageHeader.h" />

View File

@ -14,7 +14,6 @@
<ItemGroup>
<ClInclude Include="Connection.h" />
<ClInclude Include="IConnection.h" />
<ClInclude Include="IListener.h" />
<ClInclude Include="IPostBox.h" />
<ClInclude Include="Listener.h" />
<ClInclude Include="Messages\MessageHeader.h" />

View File

@ -132,13 +132,14 @@ void Oyster::Graphics::Loading::UnloadDAN(void* data)
delete info;
}
static wchar_t* charToWChar(const char* text)
static std::wstring charToWChar(const char* text)
{
// Convert to a wchar_t*
size_t origsize = strlen(text) + 1;
size_t convertedChars = 0;
wchar_t* wcstring = new wchar_t[origsize];
mbstowcs_s(&convertedChars, wcstring, origsize, text, _TRUNCATE);
//wchar_t* wcstring = new wchar_t[origsize];
std::wstring wcstring; wcstring.resize(origsize);
mbstowcs_s(&convertedChars, &wcstring[0], origsize, text, _TRUNCATE);
return wcstring;
}
@ -175,7 +176,7 @@ void Oyster::Graphics::Loading::LoadDAN(const wchar_t filename[], Oyster::Resour
buffer = new char[4];
danFile.read(buffer, 4);
memcpy(&headerType, buffer, 4);
//delete[] buffer; // ( note: may crash here.)
delete[] buffer; // ( note: may crash here.)
// handle header type
switch ((HeaderType)headerType)
@ -276,11 +277,14 @@ void Oyster::Graphics::Loading::LoadDAN(const wchar_t filename[], Oyster::Resour
delete[] buffer; // ( note: may crash here.)
//
ID3D11ShaderResourceView* diffuseMap = (ID3D11ShaderResourceView*)Oyster::Resource::OysterResource::LoadResource(charToWChar(materialHeader.diffuseMapPath), Oyster::Graphics::Loading::LoadTexture);
ID3D11ShaderResourceView* normalMap = (ID3D11ShaderResourceView*)Oyster::Resource::OysterResource::LoadResource(charToWChar(materialHeader.normalMapPath), Oyster::Graphics::Loading::LoadTexture);
ID3D11ShaderResourceView* diffuseMap = (ID3D11ShaderResourceView*)Oyster::Resource::OysterResource::LoadResource(charToWChar(materialHeader.diffuseMapPath).c_str(), Oyster::Graphics::Loading::LoadTexture);
ID3D11ShaderResourceView* normalMap = (ID3D11ShaderResourceView*)Oyster::Resource::OysterResource::LoadResource(charToWChar(materialHeader.normalMapPath).c_str(), Oyster::Graphics::Loading::LoadTexture);
modelInfo->Material.push_back(diffuseMap);
modelInfo->Material.push_back(normalMap);
delete materialHeader.normalMapPath;
delete materialHeader.diffuseMapPath;
break;
}
// skeleton header
@ -298,6 +302,7 @@ void Oyster::Graphics::Loading::LoadDAN(const wchar_t filename[], Oyster::Resour
}
}
// close file
danFile.close();